Additive Magical Properties on Armor, Weapons, Neck items

Post/Author/DateTimePost
#1

Zetesofos

Oct 20, 2009 11:31:02

So, another house rule I'm contemplating actually goes back to 3.5 and older with the multiple magical properties on an itme. This stems mostly from a few key items that I would love to make that I do NOT want to be artifacts, but none the less seem to need a couple properties.  (A flame sword that splits in two for instance). 


For now, I figure the process is simple - the items to be added together must have an enhancement bonus (which means only Armor, Weapons, and Neck Pieces). 


 


Of first order, all the magical properties must be applicable to the one item in question (so if one requires chain, the other leather - no good; if one requires polearms, and one requires one handed weapons - also no good.)


The level of the item to be created is the sum of it's parts.  So a level 5 weapon, combined with a level 6 weapon is obviously a level 11 weapon.


The Enhancement bonus of the item is the sum of the enhancement bonus of all the items being added together divided by the number of items (rounded down).  So, a +3 weapon and a +4 weapon create a +3 weapon (3+4 =7/2=3.5~3) ; a +1, a +2, and a +3 weapon create a +2 weapon (1+2+3=6/3=2) and so on.


if it is two weapons/implements, however, you use the HIGHER of the two items critical hit die.  You add all critical properties together.


In addition you combine the powers and properties of the items together in one item.  For Powers and properties that are level dependant, use the ORIGINAL level of the item as strength of the property/power (NOT the new coupled item level)


From how I look at it then -- the more properties you add, the lower you sacrifice your enhancement bonus; which can be enough of a deterrant to keep from it being to abuse -- and serves as a cap for how many properties you put into an item -- as any one cannot exceed 30, and if you make your own items, cannot exceed your level (or a few over for artificers).  It also seems balanced to cause the greatest penalty to enhancement with one large item paired with one weak item, and evens out with near two equal items.


I haven't used this yet, but looking for feedback on any major pitfalls I missed.

#2

Qube

Oct 24, 2009 13:37:25

The level of the item to be created is the sum of it's parts.  So a level 5 weapon, combined with a level 6 weapon is obviously a level 11 weapon.

too simple I think. Level of an item is something to define at what level you should gain acces to something. With your rule. an item consistant of 6 lvl 2 thingies can't be gained in heroic tier; plus it costs too much.

I would say add the prices of the items and add an arbitrary 20% because the player doesn't need to switch items.