Advancing Equipment

Post/Author/DateTimePost
#1

khayin

May 20, 2009 19:52:32
Most of my group is pretty story-oriented, so one of the things I've considered as an addition to my D&D games is the concept of equipment that advances rather than being traded out when something better is found. This is to reflect things like family heirloom armor or a sword given as a dying gift from one's mentor, etc. -- things that are important to a character's background and should not be dropped just because they found something that was +1 better.

My idea was that certain types of specially-designed items -- I'll call them Relics for the sake of explanation -- could sort of "eat" the residuum of other non-Relic items of the same variety and take just one of their properties, replacing older properties. This would make it so that finding a new item would still be a significant event, but they would not need to actually discard their original item.

Could this idea work or is it just rubbish? Also, I apologize if it has ever been suggested before -- I could not find mention of it anywhere.
#2

ff6shadow

May 20, 2009 20:47:59
(Assuming this is 4th edition, since you didn't state otherwise. If I'm wrong, disregard this post)

It seems fine, but unneeded. You can just as easily use the Enchant Magic Item ritual to improve the old item.

If they want the new property, but want to keep the old item (perhaps it's a family heirloom), the Transfer Enchantment ritual (Adventurer's Vault pg. 199) for a grand 25GP component cost can overide the properties of one item with those of another, assuming both are the same type (armor and armor, weapon and weapon) and the enchantment can be on the new item.
#3

khayin

May 20, 2009 23:28:17
... wow. You're absolutely right -- that ritual completely obviates the need for advancing weapons. I should read my own books a little closer. XD

Thanks a lot!
#4

ff6shadow

May 20, 2009 23:30:04
Not a problem. Glad I could help. They do hide that ritual in the back of the book pretty well though. I didn't see it for a month.
#5

wyld_mutation

May 21, 2009 13:12:56
The Adventurer's Vault also includes guidelines for giving out "upgrades" as opposed to actual items...

Sometimes a magic item enters the campaign at the
correct level, but a player wants her character to hold
onto that item at higher levels rather than replacing
it with a newer, higher-level item. The DM can
allow the PC to invest monetary treasure in Enchant
Magic Item rituals to increase the item’s power (see
Enchanting Items, below). Alternatively, item level
increases can be given out as treasure

Page 197-198 in the AV has everything you need tyo make an informed decision about levelling up one item rather than handing out a new one (and slapping a 25GP Ritual tax on it... As little as 25GP matters).
#6

Shiftkitty

May 21, 2009 14:41:26
What I did for magic weapons, armor, atc. was to have it that the power of the item drew from the "inner strength" of the character. As the PC got more powerful, so did the item. My check-valve on thios was that it had to be an obviously favored weapon, determined by the DM, me! For example, if the fighter has a greatsword+1 that he uses regularly, maybe he's even given it a name, then it's obviously his "pet" (RPing helps me make the decision, such as saying cool things on a killing blow: "Drink not too deeply, Bloodfang, lest the corruption in it's veins darken your steel soul!"). If you keep swapping things out or regard them as disposable, or even treat them badly, they don't form the bond necessary to grow with you.
#7

bone_naga

May 21, 2009 14:57:16
What I did for magic weapons, armor, atc. was to have it that the power of the item drew from the "inner strength" of the character. As the PC got more powerful, so did the item. My check-valve on thios was that it had to be an obviously favored weapon, determined by the DM, me! For example, if the fighter has a greatsword+1 that he uses regularly, maybe he's even given it a name, then it's obviously his "pet" (RPing helps me make the decision, such as saying cool things on a killing blow: "Drink not too deeply, Bloodfang, lest the corruption in it's veins darken your steel soul!"). If you keep swapping things out or regard them as disposable, or even treat them badly, they don't form the bond necessary to grow with you.

I did the same thing at it seems to work great. Much more verisimilitude than going to the magic bazaar and trading up to a new model like you're at a car dealership.
#8

matthewswift

May 22, 2009 13:31:17
Residuum=Materia
#9

bartd

May 24, 2009 4:52:36
I plan on letting my players' significant equipment level with the characters. I am now sure how to do this.

Maybe let them pick one item when levelling to "bring it up to level"?
Maybe use character level or +1 ...or +2?

Or maybe just say that "item level" simply is equal to character level?