| Post/Author/DateTime | Post |
|---|---|
| #1sinlessJul 01, 2010 23:08:56 | I am setting up a campaign in anticipation of the Dark Sun release and I wanted to create a more extreme version of the Inherent Enhancement Bonuses rule listed in the DMG2. My goal was to remove non-consumable magic items from the game while still leaving the player with the abilities that would be granted by the magic items. I also wanted to reintroduce the concept of random "wild psionic" powers to the game. The way I have decided to accomplish this is by selecting 2-3 magic items (at random), allowing the player to pick the one he wanted and giving the players the default properties and powers under the guise of it being a wild psionic power. For instance, one of the items I randomly picked was a Hungering Spear. I renamed the properties it bestowed as "Wind Control" and now he has a wild psionic power that lets his thrown weapons go farther and an encounter ability that adds immobilization to thrown weapons. So far my players love this and since it is replacing magic items, there does not seem to be any balance issues. Below is a list of what levels I give them wild Psionic powers and the level of the magic item I use for it. Player Level Magic Item Level 1 1-3 3 4-5 6 6-8 8 9-10 11 11-13 13 14-15 16 16-18 18 19-20 21 21-23 23 24-25 26 26-28 28 29-30 |
| #2urpriestJul 03, 2010 18:08:44 | Looks like a pretty good replacement all-round. Wielding requirements might cause problems, but your random system means there aren't really any available exploits. On the other hand, I actually wouldn't recommend doing this randomly. As the DM, you would be determining treasure in a normal game, so I think it's appropriate for you to choose what the players get. While they won't get an opportunity to make items in the same way, all this means is you'll want to be a little nicer than average in giving them what they want. |
| #3Tal-ethJul 07, 2010 15:34:04 | I like this idea. Though, similar to what has already been stated above, I would prefer less randomness. |