At Least Diablo 2 was good for something... [Archive] - Wizards Community

Post/Author/DateTimePost
Derrigan

01-26-06, 12:20 PM
Howdy guys. Silly thought that I wanted to run past everyone. I've started using the Weapons of Legacy, and I got to thinking about stacking enchantments with them.
I mean, you only remember Arthur wielding Excalibur, but at least according to the myth, he also wore plate mail and probably wielded a shield. Bad example I know, but it suits my purpose, and I've been up the past fifty four hours straight. So apologies all around.
Now, I was thinking that once you found the whole ensemble, just like in the afore mentioned game, you got added bonuses to AC or HP or att or something. What do you think?
Thelandrach

01-26-06, 12:26 PM
Looks like you're talking about Set Items, where you get synergy bonuses (or new bonuses) for having more than one of the set? Dungeon Siege had this, too. This would work pretty well in D&D provided the players wanted to have the set. In D2, there were so many sets to choose from, and so little chance to complete them, that by the time you completed a set, in most cases it was vastly underpowered for where your character was adventuring. In a D&D game, you can choose when to give the items out, but, again, if you envision a sword/shield/helmet/breasplate set, and the Fighter in the group wants to use a greataxe, he's going to dump the sword & shield into a sack, at best.
Anathema

01-26-06, 12:32 PM
There have been published adventures that use this concept. One of my favorite, The Four From Cormyr (http://www.wizards.com/dnd/files/2/fr_downloads/tsr9531.zip), revolved around four different items; a pommel stone, a seal (to be fit in to the sheath), a dagger, and a longsword .. there was a sheath that held them all that you could combine them in, but it wasn't strictly a part of the set itself.

I'd suggest checking this adventure out for inspiration. Some good stuff in there. Great adventure.
Illion the Red

01-26-06, 12:54 PM
Aren't the Regalia of Good and the Regalia of Evil Artifact versions of set items? Also, there was a module (perhaps campaign - can't remember) based on the Rod of Seven Parts.

So, in conclusion, there are certainly precedents for artifact-level sets. It's not a big stretch to drop it down a notch to magical items, but be careful to not make them too overpowered.

My suggestions:

1. Price them out in full set form first with all of their abilitiys and work backwards from there.

2. Have a requirement (like Weapons of Legacy) to activate two items' combined powers.

3. Make them out of something durable - it would suck to have an entire set ruined by a lucky sunder.

4. Consider tying the items to a customized Prestiege Class to really unlock the full power of the set.
phelanarcetus

01-26-06, 12:56 PM
The campaign that I just finished playing in involved The Armor of the Fire Sultan. Basically, a full suit of bronze armor, which had apparently been crafted by an evil cleric who used it to rule the Elemental Plane of Fire. He attempted to invade the Prime Material, and was defeated eventually (about 20 years before the campaign, I believe). The armor couldn't be destroyed, so it was thrown into a dimensional rift. Net result: two gauntlets, a set of boots, a breastplate and a helm, scattered around.

We first discovered a gauntlet; it radiated faint evocation, yet the Identify spell said that it could cast Cure Minor Wounds at will (yes I recognize how dangerous unlimited healing is). Eventually, we discovered that it could channel positive or negative energy (when worn by a cleric); uncontrolled, it would heal the wearer indefinately, until it gave him enough temporary hp to kill him, or drain his health until he died (if in negative energy mode). The energy could be channelled outwards, and it could also occasionally release a burst of energy.

The second gauntlet was the same thing... when we got the helm as well, that made it much easier to control the gauntlets, as well as providing some further powers (turn/rebuke fire elementals at a low CL, flaming weapon). Boots and breastplate were acquired later on, and added further powers, and the powers of the gauntlets increased with the completed armor.

It turned out, in the end, that the armor housed one of the two fragments of Surtur (the God of the Fire Giants)'s soul. We had to release that, at the cost of some of the power, to bring Ragnarok about. It was decided, by Thor and Odin themselves, though we were not present at the meeting, that it was better to have Ragnarok now, rather than later, as each generation the forces of Good were fewer.

"Set" items can get pretty powerful; any in the campaign should have a definite place in the setting itself. And you may need to keep part of the design flexible, so that you don't end up with a set that won't be used because something doesn't suit the character who can use it.

Plus, if you give one character a set... you have to do something for the others, to prevent him from stealing the show.