Yakk
2008-01-15, 08:11 PM
Magical Equipment with Levels.
Magical gear is enchanted, and requires a certain amount of power from it's user to work fully. If the user isn't powerful enough, then it only works partially.
In order for a magical item to work fully for a character, it must also bond with that character. The process of bonding is relatively simple -- ownership, use and practice with an item for a period of a few days is sufficient. Sometimes particularly intense situations can have the bonding process take less time, if the plot calls for it.
An unbonded item only works at half of maximium power: ie, a sword with a total of +10 in enchantments that is unbonded only has a total of +5 of it's enchantments active.
A character can bond with 2 items, plus 1 for every 4 character levels, plus their charisma bonus or penalty, at a time.
Changes to this limit that persist longer than a day can change this limit -- the number of items bonded can change up or down at the rate of 1 per day towards the current limit.
Weapons/Armor/Shields:
Each +1 worth of enchantment is 2 levels.
Other Magic Items:
As a rough guildline, the level of a other magical items is:
under 2000 gp: L 1
2,000 gp: L 2
4,000 gp: L 3
7,500 gp: L 4
10,000 gp: L 5
15,000 gp: L 6
22,500 gp: L 7
30,000 gp: L 8
40,000 gp: L 9
50,000 gp: L 10
60,000 gp: L 11
70,000 gp: L 12
82,500 gp: L 13
95,000 gp: L 14
110,000 gp: L 15
125,000 gp: L 16
140,000 gp: L 17
160,000 gp: L 18
180,000 gp: L 19
200,000 gp: L 20
But the DM is encouraged to make a reasonable stab at the intended level of an item.
In general, the DM should rough out the powers of a magical item when used at less than full level. A L 20 item that is being used as a L 10 item (be it because it is not bonded, or because the user is only L 10) should have roughly the combat power of a L 10 item.
Magical items do not, however, lose their durability -- an overpowered magical sword will be hard to sunder, even if it doesn't help you sunder an opponent's weapon better than a level appropriate weapon.
...
Goals:
First, it reduces the "I have a sack of swords for every occasion"itis.
Second, it gives Charisma a combat use (higher cha = more magical items).
Third, it means that the DM doesn't have to be nearly as paranoid about wealth and items entering the game. And characters can find weapons and items that grow with them as they gain levels, without a "weapons of legacy" feat-burning cludge: if you get your hands on a weapon or magic item that is too good, it grows naturally to match your own abilities.
It does, however, change the balance of the game somewhat: but I think that this can (and should) be fixed elsewhere.
Note that the table for misc. magic items was based off the table for weapons.
Magical gear is enchanted, and requires a certain amount of power from it's user to work fully. If the user isn't powerful enough, then it only works partially.
In order for a magical item to work fully for a character, it must also bond with that character. The process of bonding is relatively simple -- ownership, use and practice with an item for a period of a few days is sufficient. Sometimes particularly intense situations can have the bonding process take less time, if the plot calls for it.
An unbonded item only works at half of maximium power: ie, a sword with a total of +10 in enchantments that is unbonded only has a total of +5 of it's enchantments active.
A character can bond with 2 items, plus 1 for every 4 character levels, plus their charisma bonus or penalty, at a time.
Changes to this limit that persist longer than a day can change this limit -- the number of items bonded can change up or down at the rate of 1 per day towards the current limit.
Weapons/Armor/Shields:
Each +1 worth of enchantment is 2 levels.
Other Magic Items:
As a rough guildline, the level of a other magical items is:
under 2000 gp: L 1
2,000 gp: L 2
4,000 gp: L 3
7,500 gp: L 4
10,000 gp: L 5
15,000 gp: L 6
22,500 gp: L 7
30,000 gp: L 8
40,000 gp: L 9
50,000 gp: L 10
60,000 gp: L 11
70,000 gp: L 12
82,500 gp: L 13
95,000 gp: L 14
110,000 gp: L 15
125,000 gp: L 16
140,000 gp: L 17
160,000 gp: L 18
180,000 gp: L 19
200,000 gp: L 20
But the DM is encouraged to make a reasonable stab at the intended level of an item.
In general, the DM should rough out the powers of a magical item when used at less than full level. A L 20 item that is being used as a L 10 item (be it because it is not bonded, or because the user is only L 10) should have roughly the combat power of a L 10 item.
Magical items do not, however, lose their durability -- an overpowered magical sword will be hard to sunder, even if it doesn't help you sunder an opponent's weapon better than a level appropriate weapon.
...
Goals:
First, it reduces the "I have a sack of swords for every occasion"itis.
Second, it gives Charisma a combat use (higher cha = more magical items).
Third, it means that the DM doesn't have to be nearly as paranoid about wealth and items entering the game. And characters can find weapons and items that grow with them as they gain levels, without a "weapons of legacy" feat-burning cludge: if you get your hands on a weapon or magic item that is too good, it grows naturally to match your own abilities.
It does, however, change the balance of the game somewhat: but I think that this can (and should) be fixed elsewhere.
Note that the table for misc. magic items was based off the table for weapons.