| Post/Author/DateTime | Post |
|---|---|
| #1majslfApr 26, 2009 6:39:00 | I thought there might be a thread here for magic item use homerule, but I didn't see one. I have seen some discussion over on magic item section but I wanted to share my ideas and document an important home rule. Problem: While limiting the role of magic items is a good idea, the 4th edition implementation has an unpleasent side effect on roleplaying. Here is an example, a heroic tier character with two magic items with powers: one is cool and fun power and the other is a lifesaving healing power. For the first two encounter, the character doesn't ever want to use the cool/fun power because the lifesaving one might be needed. On the third encounter the player uses the cool power and all the other characters look at him an say "why didn't you do that 15 minutes ago? If the group takes extended rests often, the player may NEVER use any power because he keeps the healing power in reserve. Solution: one home rule is to restrict uses to one/slot per day. This is fairly generous. My solution is to limit the number of magic items with powers that the characters can have, and then let them use them "naturally". My number of uses is level/5 +1. This is about the same as the current rules, but it avoids the roleplaying problem of why I'm not using my cool magic item (which I find very annoying as a roleplayer). If you don't really care about roleplaying, then the current rules are fine. |
| #2feboApr 26, 2009 7:37:08 | I thought there might be a thread here for magic item use homerule, but I didn't see one. I have seen some discussion over on magic item section but I wanted to share my ideas and document an important home rule. I am really curious as to what your houserule is. I have no idea what you mean by use them "naturally" or what level/5+1 is all about. |
| #3silent_stoneApr 26, 2009 13:00:03 | Forgive me if I'm misunderstanding you here, but I don't see how this is better or worse (as specifically regards role-playing) than the rules limiting the number of magic item daily powers you can use per day as written in the Player's Handbook, page 226. I've always understood the magic item special powers as being a nice addition to a character's abilities, not a replacement for them. |
| #4ascottbayApr 26, 2009 19:37:21 | Your per-slot proposal could work (I like generous houserules). You might also either increase the number of daily magic item uses, or increase the rate at which characters increase their number of uses. So it might then be... [INDENT]_1st- 5th: 1 magic item daily power/day _6th-10th: 2 magic item daily powers/day 11th-15th: 3 magic item daily powers/day 16th-20th: 4 magic item daily powers/day 21st-25th: 5 magic item daily powers/day 26th-30th: 6 magic item daily powers/day[/INDENT] Or you could throw out the limits altogether and just carefully regulate how you award magic items (assuming that you're the DM, and not a player proposing a houserule). |
| #5KruskApr 26, 2009 22:40:46 | When I DM (and the other DM's I have played under have picked this rule up) I throw out the "One item power per combat" rule. Use as many as you want. From what I have found, the item powers are usually less powerful than the PCs own powers, but more specific. Meaning 98% of the time it is a better option to use your own power over an items. I do limit it within reason if I see a player start to abuse this. The main example was the player with a slew of +1 __ throwing weapons. (They do automatic explosion damage no attack roll in a burst 2?) He would go through 3-4 a fight until he had taken down all of the obvious minions. I simply said "Hey don't do that anymore, or I'm going to have to bring back the real rule" and he stopped. (hard to control what he finds when the wizard has enchant item ritual and needs no sleep) |