Murtak wrote:Ideally higher-level weapon powers would not strictly be better than the lower-level ones but more specialized or simply not useful to lower level characters (such as "prevents resurrection").
I don't think this would work. To me at least, it wouldn't be DnD without Sharpness and Vorpal weapons, however these are abilities that are too good at lower levels. I think you need to have a power scale from Minor > Medium > Major to account for the fact some weapons just do more damage whilst some cause death no save on a critical.
Murtak wrote:The alternative is of course "one ability per item". So you'd end up with an extra [insert item limit here] abilities per character and higher level items get more desirable powers. Some of these can simply be broader abilities (double damage vs all giants instead of only frost giants, use any damage type instead of only using fire). Others may have no lower level counterpart ("prevent resurrection") or no higher level counterpart (I can't think of anything right now, but I am sure there is something).
Both systems seem viable to me - the difference is mainly in how many extra abilities characters end up with.
Whilst having only one ability per item would definitely be the easiest way to do things it seems a little... unsatisfying to me. Throughout history DnD has always had items with multiple abilities, such as Frost Brand, Holy Avengers and the Sun Blade. After a while you get used to the standard magic weapon effects - its an acid blade, or a defending blade or whatever, but when you pick up an item with multiple effects it feels really special.
Now this would be hard to balance with the 8 item limit, as people have mentioned, but I think it is worth doing. I mean, we have already decided that a sash with a bonus to listen checks takes up the same slot as a Vorpal Battleaxe, so there is some lee-way in how much power a slot can provide.
CatharzGodsfoot wrote:I think that somebody once said that 'A fire katana is totally awesome: It's a katana, and it's on fire! What more do you want?'. I agree with that statement.
The thing is, a katana thats on fire in real life
would be totally awesome, but this is a game we're playing. And in this game, if all the Fire Katana does is some extra fire damage, its not that different to a +5 or +7 sword, and thats not really all that awesome. To make a fire weapon cool you want to give it varying fire-based abilities so that in the game it can use its firey-ness in varying ways.
So i'm not saying you should get a Fire/Acid/Cold blade, but that the Fire blade should be on fire, able to shoot fire, set enemies on fire when it hits and project a firey aura that nullifies cold effects.
But we need to work out how that would be balanced against a weapon with only one of those abilities.
CatharzGodsfoot wrote:A system similar to monk fighting styles could work, such that a major item can have two moderate item abilities (rather than one major), and a moderate item can have two minor item abilities.
This could work, assuming the abilities scale correctly. Since the weapon bonus will scale automatically, more rider effects that are less powerful could equal a single more powerful effect. This would put a hard cap on the number of effects at 4 minor abilities making a major item, however I think I could live with that.
This means that the 8 item limit would in actuality be an "8 Major effects" limit, as you could load up on up to 16 medium effects or 32 minor effects. However, since the Tome rule is that 2 items cannot affect the same stat, this would only produce horizontal power not vertical. You could gain a level appropriate bonus to all your stats, but not 32 level appropriate bonuses to one.
So how would people feel about a Greater Ring of Protection giving + to AC, Arrow catching & Tremorsense as a medium item? Would that compare to Invisibility or Blink?