Low Level Magic items

Post/Author/DateTimePost
#1

mikelamroni

Apr 19, 2009 3:17:49
I am designing a new campaign for my players, and the game material I am converting from (MERP) had a nifty idea. When you start your character you get some low level magic items. In 3.5 this was pretty simple, because I could just use MIC to give out some really basic low level stuff that wouldn't destroy a 1st level game. They had some really focused non-combat items in there, and some highly focused combat items that would not materially change the game. The same cannot be said of 4E, at least not any items I've actually noticed (and that's not saying I haven't just missed them).

So if you were giving out 1-3 weak magic items before the game, what would you give out. Example: A sword that glows when poison is near it, a wand that empowers a certain ability once a day, but it is a lower level ability (say, it could add 1d3 to the damage of a magic missile once per day - but not cost you the use of your daily magic item slot), or something like them. Not game changing, but a nice little boost that can be "grown."

Basically nothing more powerful than a cantrip.