| Post/Author/DateTime | Post |
|---|---|
| #1P1NBACKApr 28, 2010 12:34:16 | In other words, magic items are treated as power level at or below the wielder. For example, if I have a 1st Level Character and he has a a +1 Magic Weapon. It is treated as a +1 Magic Weapon. When he levels to 6th Level, that very same weapon is treated as a +2 Magic Weapon. Conversely, if I have a 1st Level Character and he has a +2 Magic Weapon, it is treated as a +1 Magic Weapon. In other words, magic items function based on the level of your character. Has anyone done this? This means generally that if players have the "right" item for their character, they don't have to pay gold to upgrade it. |
| #2pluisjenApr 28, 2010 15:32:33 | Isn't this like the Inherent Bonusses rule in the DMG II? |
| #3sallaApr 28, 2010 17:18:25 | You'll probably want to take that out of the treasure parcel for the level. |
| #4stargazer_dragonApr 29, 2010 22:17:40 | anouther take on this would be to allow the char to actualy personalise a weapon/armor and have that wepon evolve into new things as the players lv, however require this special gear to need extra attention and maitence that costs the player and balences the treasure out |
| #5super_ratsApr 30, 2010 11:59:38 | I have my players pick three slots and pick what enchantment they want in those slots, so far it's always been weapon/implement, neck, and armor. Every level they get 3 points which they can distrubute amongst these items. Each point = item level. As they level they add points to increase the item level and gets the enhancement and associated powers approriate for the level of the item. I usually cap the max level of an item at char level + 4. This gives people the ability to reach up for items and keep others lower level if they choose. I let them "retrain" the item enchantment on levels where they get ability score points (4, 8, 11, 14, 18...). I primarily do it this way so everyone stays even on their core gear. People aren't left wondering when their turn to get an item is coming, if at all. They still find magic items, but usually only 1 a level, sometimes more, and get monetary treasure too. It puts control of core gear into the player's hands. |
| #6Chiba_MonkeyMay 02, 2010 17:05:50 | The Adventurer's Vault mentions the option of doing "Item Levels as Treasure". Basically, it would be like your suggestion, so when a treasure table calls for a level 6 magic item, have the guy's +1 magic sword become a +2 magic sword, and have that count as giving the players a level 6 magic item. I've done this before, when I had a player with a warlord who had a +2 Frost Warhammer. When making wishlists, he decided he wanted to keep the Frost enchantmewnt on his warhammer. So what I did was after one of the encounters, I told him that his warhammer had increased in power. Now, I timed this with an encounter against a powerful frost-using monster, which I was already planning. However, a fire-using monster would also have been appropriate. The monster in question, btw, was a werewolf with trhe wizard templeate added, making him elite, and then the Frost Adept template on top of that, making him solo. His wizard powers were Thunderwave, Lightning Seprpent (or something like that), and Fireball, all converted to frost damage. So this guy was a big, white werewolf who could conjure waves, bolts, and bursts of ice, on top of being a capable melee opponent. In my current game, I have an eladrin feylock who's background involves a family heriloom sword as the symbol of his Pact. He uses the sword as his implement (Arcane Implement Proficiency: Heavy Blades feat). When he was due for a treasure parcel, I had his sword suddenly improve in power. Since rods make better implements, what I did was make his sword basically a +1 Vicious Rod. Since we use the Character Builder, this is reflected by giving the character a +1 Vicious Rod and a plain +1 Magic Longsword, but in game terms, he has only the sword, which he can use as an implement (the rod) or in melee (as a regular Magic Sword). |
| #7phaqueueMay 30, 2010 5:42:17 | I use this same rule as well, and it seems to work. The campaign I'm currently running is not worrying about money and such as much as the story itself. Having at least the standard items the characters use (weapon/armor/neck) auto-level saves a lot of time and effort on my part as well. Loot is much farther between in my campaign, but what I do instead of normal loot packages is to allow the players to each roll a d4, then add their level -1 (or -2 or 3 depending on the loot I want to give out) and they can choose an item of that level for their loot. They can replace an existing slot, or pick up something for a new slot if they want. This saves in the time and effort from both myself and the PCs on keeping track of currency and extra weapons/items etc they want to sell/don't want. I do still give out specific items when the story warrants (artifacts, specific weapons and such used by enemies) but for the most part, it makes life easier to have the PCs choose their own rewards, also, those who can use rituals can choose a ritual of the appropriate level to learn instead of a specfic item, and I also make concessions for consumable items (so many per item level, or such, depending on the consumable) |
| #8DerelictDroidJun 02, 2010 18:55:26 | In other words, magic items are treated as power level at or below the wielder. This was one of my favorite mods for Oblivion magic items. I like it here as well, especially in the context that the magic item in question is something the player really likes. Moreover, what I do in campaigns typically is ask players to come up with one or two magic items that they want, and I incorporate those items into the lore of the world. So just as someone in our world might seek the Holy Grail because of legend, players in my campaigns must then seek out these treasures that they desire. I don't just hand them out as 'treasure parcels'. What I like about your idea is that if a player has 'heard' of a legend involving a highly magical (+5) sword of cunning for example, that player can now receive it when it isn't quite highly magical (+1), and it grows with character from there. Would I exchange this advancement for a treasure parcel? Meh. I don't like the strictness of the treasure parcel system, so I'd likely simply level it after some interesting encounter. Maybe they roll two 20s in a row or something. Key point is to build a story around it. |