TNE: A Sensible Magic Item System
Posted: Mon Jul 14, 2008 5:49 am
Ok, here is a model I think works.
Minor Magic Items
These are little things that can be bought in shops and off of old men in the mountains. You can wear them like they were just good equipment.
Power level: In 3e terms, it's somewhere around level 1 spells or the best that nonmagical items can get.
Examples:
-Armor with fire resistance, or feather fall, or floats.
-Potions, herbs, scrolls, sacred incense, etc, that heals 2d6 damage.
-magic items that summon dogs, hawks, etc that run messages or act as distractions, or guard a spot by making noise when intruders get close.
-cloaks that give a hiding bonus as good as hiding behind a bush and boots that give sneaking bonuses as good as walking on hard ground in very soft shoes (and they use the same mechanics).
-fantasy versions of grenades, self-poisoning daggers, and smoke bombs
Objects of Power
These are items of real power. They don't end up in shops because only special characters can even use them, so they end up hidden away in a dungeon for a hero to rise up or they are actually in the hands of living heroes.
The power level is on par with the best that a character can do. Essentially, you spend a 3e feat to get a level-appropriate power that grows in power as you do.
Examples:
-A cloak that gives increasingly better flight powers that allow better flight attacks
-A sword that grants an ever wider AoE attack that penetrates more and more things
-A belt that grants a strength-based power like tossing objects and other characters in more and more interesting ways
-A crown that allows the summoning of more and more powerful demon assasins(only killers, no pseudo-adventurers or servants).
Artifacts
Objects of extraordinary power. Using one of these items has character-altering and campaign-altering consequences.
Examples:
-Rod that blows up cities, but gives permanent conversions to demonic form(forces you to permanently spend feats on demon powers, thus reducing your "choosable" powers that can be switched out between adventures). Eventually you can't use it anymore as you are too demony.
-Crown of Bones that summons an undead army, but causes the living to hate you (and draws heroes and armies of light to kill you).
-Flashing ruby that grants death-dealing powers, but causes losses of your abilities until you stop using it (and the longer you use it, the longer it takes to get your powers back).
-Holy relic grants "autosaves" to all effects and merges with your flesh, but it moves your save bonuses permanently to one save, then gets taken by powerful angel and leaves you with permanent wound.
Minor Magic Items
These are little things that can be bought in shops and off of old men in the mountains. You can wear them like they were just good equipment.
Power level: In 3e terms, it's somewhere around level 1 spells or the best that nonmagical items can get.
Examples:
-Armor with fire resistance, or feather fall, or floats.
-Potions, herbs, scrolls, sacred incense, etc, that heals 2d6 damage.
-magic items that summon dogs, hawks, etc that run messages or act as distractions, or guard a spot by making noise when intruders get close.
-cloaks that give a hiding bonus as good as hiding behind a bush and boots that give sneaking bonuses as good as walking on hard ground in very soft shoes (and they use the same mechanics).
-fantasy versions of grenades, self-poisoning daggers, and smoke bombs
Objects of Power
These are items of real power. They don't end up in shops because only special characters can even use them, so they end up hidden away in a dungeon for a hero to rise up or they are actually in the hands of living heroes.
The power level is on par with the best that a character can do. Essentially, you spend a 3e feat to get a level-appropriate power that grows in power as you do.
Examples:
-A cloak that gives increasingly better flight powers that allow better flight attacks
-A sword that grants an ever wider AoE attack that penetrates more and more things
-A belt that grants a strength-based power like tossing objects and other characters in more and more interesting ways
-A crown that allows the summoning of more and more powerful demon assasins(only killers, no pseudo-adventurers or servants).
Artifacts
Objects of extraordinary power. Using one of these items has character-altering and campaign-altering consequences.
Examples:
-Rod that blows up cities, but gives permanent conversions to demonic form(forces you to permanently spend feats on demon powers, thus reducing your "choosable" powers that can be switched out between adventures). Eventually you can't use it anymore as you are too demony.
-Crown of Bones that summons an undead army, but causes the living to hate you (and draws heroes and armies of light to kill you).
-Flashing ruby that grants death-dealing powers, but causes losses of your abilities until you stop using it (and the longer you use it, the longer it takes to get your powers back).
-Holy relic grants "autosaves" to all effects and merges with your flesh, but it moves your save bonuses permanently to one save, then gets taken by powerful angel and leaves you with permanent wound.