| Post/Author/DateTime | Post |
|---|---|
| #1mycroftbApr 13, 2009 2:43:39 | Has anyone come up with an idea for starter magic items? Things that would provide no bonus to attack, damage, or defense, but would allow lower-level characters to use their Magic Item Daily "power slot" until they can get a 'real' magic item to put there. I'm thinking something like a neck slot item that would, as a daily power, minor action, give a +2 item bonus to a specific skill (chosen at the time of creation), on one check made before the start of the character's next turn. Being a neck slot item, it means it'd get replaced asap, even if it's a basic level 1 Amulet of Protection. Make it affordable at a mere 25 gold or so, that way even starting characters might buy one with their 100 gold allotment. I think some other minor effect might be interesting to put on "mundane" implements as well. This would give non-wizard implement users an incentive to buy one with their starting gold. Something interesting that adds a tiny benefit, yet nowhere near useful enough to not be free action dropped the instant a +1 implement is found atop a small pile of gold. What do you think? Being mundane equipment, they probably wouldn't be sold, and they're not even worth disenchanting into residuum, thanks to that ritual's 25gp cost to perform. Though I don't immediately see a way they could be abused, I could say up-front DM fiat that they only work for characters level 5 or below. |
| #2onemanhordeApr 13, 2009 6:17:38 | |
| #3SamthereApr 13, 2009 15:52:16 | I awarded the following to a group in an out-of-combat section at level 1/just about to go to 2: |
| #4mycroftbApr 13, 2009 18:01:48 | |
| #5mycroftbApr 13, 2009 18:07:09 | I awarded the following to a group in an out-of-combat section at level 1/just about to go to 2: That's certainly an interesting item to throw into a treasure pile, definitely. But yes, I am trying for a list of level 0 magic items that players can buy. |
| #6thegreatgalstaffApr 13, 2009 22:43:23 | they have one level 0 magic item already its called a "everburing torch" its 50 gold (at least I think it is) how about this |
| #7countesskathleenApr 14, 2009 3:27:29 | Level 0 magic items (no gold values given but they don't matter much anayway) Lvl 0 Helmet of the Trickster - Daily: Use Prestidigitation/Mage Hand Lvl 0 [Weapon] of hefty Blows - Daily: Acts as a +1 weapon for a single attack Lvl 0 Boots of Sprinting - Daily: Gain +1 to speed until end of turn Lvl 0 Waistband of the Healer - Daily: +1 to HP healed until end of turn Lvl 0 Wand of [Wizard/Warlock At-Will] - Daily: +1 to damage with the designated power Lvl 0 Holy Symbol of Faith - Daily: Treat your Wis/Cha modifier as one higher for secondary effects Lvl 0 Armor of Alertness - Daily: Get +1 Reflex until start of next turn Those are just a few suggestions, Activation actions would be free or minor as you see fit. To find more variants, you can probably take just about any low level magic item with a property and turn that property into a daily. The list above may not be exactly balanced against one another but seriously, it's just for Lvl 1 anyway and balance itself probably wouldn't be broken if they were running around in full +1 gear. |
| #8gavin_silverstreamApr 14, 2009 15:32:43 | 0 level items shouldn't give any benefits in combat as their enchantments are made for making life a little easier. Such as the self cleaning robes, or everburning torch or flavor powders and even the toy that plays with children on its own (the teddy from AI.) It's little things like that I consider to be 0 level items. Just my opinion. |
| #9onemanhordeApr 15, 2009 3:37:02 | Here Blog Post, Linking to here... with some ideas I threw together. |
| #10zeratulcraftApr 15, 2009 4:02:08 | Broken Win Button - Level 0 Property : You are constantly saddened that it is broken. |
| #11mycroftbApr 15, 2009 11:19:16 | Those are just a few suggestions, Activation actions would be free or minor as you see fit. To find more variants, you can probably take just about any low level magic item with a property and turn that property into a daily. The list above may not be exactly balanced against one another but seriously, it's just for Lvl 1 anyway and balance itself probably wouldn't be broken if they were running around in full +1 gear. Great suggestion! That fits what I was hoping for almost exactly. Good point about the balance. I shouldn't be concerned with players having a handful of these in the lower heroic tier. I just wouldn't want every player to haul around a bag of holding stuffed to the brim with these trinkets at paragon tier, just on the offchance that a +1 or +2 to something out of combat would come in handy. And not for balance reasons either, mainly for bookkeeping. Thanks everyone for giving me great ideas. |
| #12onemanhordeApr 15, 2009 11:30:28 | Old Encyclopaedia Said to contain information on every subject… not always accurate… Cost: 50gp Power (Daily): Until the end of your next turn the next Arcana, History or Religion check you make receives +2 Power Bonus. Four Leaf Clover Said to be lucky… Cost: 50gp Power (Daily): Until the end of your next turn you receive a +2 power bonus when a skill check that uses a particular skill, determined at creation. The Climatic Compass Useful only at certain temperatures… Cost: 50gp Power (Daily): Re-Roll Survival Check to keep yourself from getting lost in a particular climate determined at creation. |
| #13wizardmonApr 15, 2009 23:07:47 |