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D&D 5e Scalable Magic Items

Started by tenbones, December 03, 2014, 05:30:56 PM

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tenbones

So... something that I'm implementing in my new 5e game since the DMG landed is scaling magic-items. To keep "item-bloat" down - the items will scale as the PC's level. I might require additional requirements to "unlock" these other powers. The guide on item design is pretty straightforward. And the beauty of it is that it let's PC's keep those family heirlooms or favorite low-level attained items.

Yep - I ripped it from Fantasy Craft. I have no shame in that. FC rocks. (even more now that Spellbound is coming out)

Anyone else doing anything like this? Or maybe just post up your own items you're creating.

Sacrosanct

I honestly don't know how much scaling you'll need since the math is much flatter.  You're not expected to see your first +3 item until level 17, so that +1 heirloom would stay usefull pretty much for most the game.
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Will

I like the idea of magic items providing powers rather than stats (as I've mentioned a billion times before), and I think treating them like, say, aasimar racials might be fun.

That is, at low levels you get Bla cantrip, and then at level 5 you get a different spell, too, and so on.


If players are only having one or two main magic items, this should provide flavor and a feeling of connection to their special item.

(In 3e, a friend ran games with some sort of souped up 'Legacy' weapons, which essentially unlocked abilities at various levels and accounted for some fraction of our 'expected wealth by level.')
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tenbones

Quote from: Sacrosanct;802082I honestly don't know how much scaling you'll need since the math is much flatter.  You're not expected to see your first +3 item until level 17, so that +1 heirloom would stay usefull pretty much for most the game.

Well the idea is that magic items shouldn't be assumed to be replaced at specific intervals per se in this campaign I'm running (necessitating a proliferation of magic items floating around your world). So that +1 Heirloom Sword is +1 at level three when your father hands the "family blade" over to you. But then after playing for a while - and you level up to 7 - you "discover"* it can burst into flame... or whatever. At level 17 it's a goddamn lightsaber (or whatever). This isn't about the flatter math - this is simply about the assumptions of how prevalent magic is in the world vs. what the party owns.

* whatever means that leads the character to discover this trait is subject to the DM and the campaign.

@Will - sure! I'm with you on that too. I'm just saying I don't like item-proliferation in some of my games and this is a convenient way of keeping the Christmas Tree effect down.

Omega

Tinkered briefly with the idea.

+1 at level 5, +2 at level 11, +3 at level 17.

It is my current guide for what levels might be appropriate to start seeding a few magic items into the loot and at what + level or equivalent.

Artifacts of Amber

I would probably do this in my game but not for many of the magic items. I like that sort of Blooming Magic item to be more unique. Though It would work fine in what you have described. Mechanically it makes no difference where or how you get that sword. Campaign wise it may make a world of difference!

jibbajibba

I would like all items to be unique but I don't have a huge problem giving a +3 sword to a second level guy to be honest.
One of my mates had a theory that magic items should have much more cataclysmic effects. So he had a sword that was +20 to hit or damage but you could only call on it once then you would always hit at that critical moment because calling on the blood of your ancestors and missing is feeble but you save it for the special moment. Or a shield you can use to absorb the damage from any one blow or a ring that lets you make any one save.  Some of the items could be recharged through complex ritual some would vanish with one use.

I am in two minds I like weapons that unlock powers but wouldn't base on level but on some in game event, kill a 100 foes, slay a fire breathing dragon, or a small child. I like one off items that become strategic rather than tactical. I also don't mind a subset of low powered items that are linked, valarian steel blades, the armour of the Legion of the Blessed which can be identified by the sigil of the original knight of the order that wore it, that kind of stuff.
I guess it al comes down to setting consistency
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tuypo1

just steal canabilise from weapons of legacy

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I dunno. The trouble with scaling magic weapons is that they seem like participation awards, rather than something special.

jibbajibba

Quote from: JeremyR;802133I dunno. The trouble with scaling magic weapons is that they seem like participation awards, rather than something special.

That is why you tie then to in game events like slaying a certain foe or being carried to a certain place and not to meta game events like levelling or spending a feat slot
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Tommy Brownell

Quote from: tenbones;802080So... something that I'm implementing in my new 5e game since the DMG landed is scaling magic-items. To keep "item-bloat" down - the items will scale as the PC's level. I might require additional requirements to "unlock" these other powers. The guide on item design is pretty straightforward. And the beauty of it is that it let's PC's keep those family heirlooms or favorite low-level attained items.

Yep - I ripped it from Fantasy Craft. I have no shame in that. FC rocks. (even more now that Spellbound is coming out)

Anyone else doing anything like this? Or maybe just post up your own items you're creating.

Intending to do something like this in my game. I'm ripping it shamelessly from Midnight, which did it before Fantasy Craft. It's a good idea, and I hate the idea of characters just casting off magic swords because something better came along.
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Will

I used to do this in 3e, where really the only difference between 'I sell off my heirloom +2 sword for this new +3 sword' and 'I honor my ancestors by sprucing up the family temple, and hey, look, my ancestral sword went from +2 to +3' is accountancy handwaving.
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So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.

tenbones

Quote from: Tommy Brownell;802142It's a good idea, and I hate the idea of characters just casting off magic swords because something better came along.

Yeah! me too. It's always bugged me.

I did not realize that about Midnight either! I never cared for Midnight, though I own it. I never ran it. I think my sensibilities towards it as a setting have changed - I should give it a good re-look.

Not convinced in the specifics of the world - just I like the concept of it. Might be worth looking at for some good inspiration. Thanks for the reminder!

Tommy Brownell

Quote from: tenbones;802245Yeah! me too. It's always bugged me.

I did not realize that about Midnight either! I never cared for Midnight, though I own it. I never ran it. I think my sensibilities towards it as a setting have changed - I should give it a good re-look.

Not convinced in the specifics of the world - just I like the concept of it. Might be worth looking at for some good inspiration. Thanks for the reminder!

I love Midnight, but I run it with a more hopeful tone: Yes, the odds ARE completely stacked against you, but that doesn't mean you CAN'T win...I own the whole set. Great books.
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Quote from: Tommy Brownell;802310I love Midnight, but I run it with a more hopeful tone: Yes, the odds ARE completely stacked against you, but that doesn't mean you CAN'T win...I own the whole set. Great books.

I did the same thing.
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