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8 months ago ::
Apr 13, 2009 - 12:43AM
#1
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Has anyone come up with an idea for starter magic items? Things that would provide no bonus to attack, damage, or defense, but would allow lower-level characters to use their Magic Item Daily "power slot" until they can get a 'real' magic item to put there.
I'm thinking something like a neck slot item that would, as a daily power, minor action, give a +2 item bonus to a specific skill (chosen at the time of creation), on one check made before the start of the character's next turn. Being a neck slot item, it means it'd get replaced asap, even if it's a basic level 1 Amulet of Protection. Make it affordable at a mere 25 gold or so, that way even starting characters might buy one with their 100 gold allotment.
I think some other minor effect might be interesting to put on "mundane" implements as well. This would give non-wizard implement users an incentive to buy one with their starting gold. Something interesting that adds a tiny benefit, yet nowhere near useful enough to not be free action dropped the instant a +1 implement is found atop a small pile of gold.
What do you think? Being mundane equipment, they probably wouldn't be sold, and they're not even worth disenchanting into residuum, thanks to that ritual's 25gp cost to perform. Though I don't immediately see a way they could be abused, I could say up-front DM fiat that they only work for characters level 5 or below.
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8 months ago ::
Apr 13, 2009 - 4:17AM
#2
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[Deck=Fammily Heirloom Level 0] This item has been passed down for years in your family generation to generation... LvL 0 50 GP Property: +2 Bonus to skill check with one trained skill. [/deck]
Its not a bad idea, I don't know how you would do level 0 implements however.
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8 months ago ::
Apr 13, 2009 - 1:52PM
#3
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I awarded the following to a group in an out-of-combat section at level 1/just about to go to 2: [DECK=A Nice Necklace]Neck Slot Sell value: 20gp Property: +1 item bonus to diplomacy.[/deck]
Instead of worrying about item level/if it's even a magic item, I just gave it a value they could sell it for when they got something better. Similarly, you can just give them an item that activates a power without specifying as a magic item.
Unless you're trying to compile a homebrew list of level 0 items your players can just buy from normally.
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8 months ago ::
Apr 13, 2009 - 4:01PM
#4
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[Deck=Fammily Heirloom Level 0] This item has been passed down for years in your family generation to generation... LvL 0 50 GP Property: +2 Bonus to skill check with one trained skill. [/deck]
Its not a bad idea, I don't know how you would do level 0 implements however. That's a bit more power than I'm looking for, being an always-on property. I'm looking for something that will count as a daily magic item use, so that low-level adventurers will have a magic item toy to play with, starting straight from character creation, before they ever encounter their first kobold. Something like:
[Deck=Lucky Charm, Level 0] This rabbit's foot, four-leaf clover, or miniature horseshoe can give you a little extra boost when you need it. Item Slot: Neck Power (Daily): Minor Action. Gain a +2 item bonus to one skill (chosen at the time of creation) until the beginning of your next turn.[/deck]
Or if I really want to make it useless to higher-level characters:
[Deck=Cord of the Proficient, Level 0] This small leather strap can inspire you to act competently. Item Slot: Neck Special: Choose one skill at the time of creation. Power (Daily): Minor Action. Until the start of your next turn, whenever you would normally make a skill check for the chosen skill, do not roll, and do not add any modifiers. Treat the check as if your final result was 15. You are considered trained in that skill for the purposes of this check only.[/deck]
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8 months ago ::
Apr 13, 2009 - 4:07PM
#5
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I awarded the following to a group in an out-of-combat section at level 1/just about to go to 2:
Instead of worrying about item level/if it's even a magic item, I just gave it a value they could sell it for when they got something better. Similarly, you can just give them an item that activates a power without specifying as a magic item.
Unless you're trying to compile a homebrew list of level 0 items your players can just buy from normally. That's certainly an interesting item to throw into a treasure pile, definitely. But yes, I am trying for a list of level 0 magic items that players can buy.
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8 months ago ::
Apr 13, 2009 - 8:43PM
#6
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they have one level 0 magic item already its called a "everburing torch" its 50 gold (at least I think it is)
how about this
[deck=Warm Bedroll]this more comfy than your bed at home Level 0 50 GP property: after a extended rest you gain a +1 to the first roll of the day[/deck]
[deck=Cook book]just reading this book makes your mouth water Level 0 50 GP property: you gain a +2 to survival checks to prepare food, and it is yummy[/deck]
I know the cook book sounds really powerful for a level 0 item but its only for one aspect of the skill its very limited, but it is full of awesome.
I know these items don't take up a slot like you were trying to do but I think these are along the power that you were thinking of for your items.
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8 months ago ::
Apr 14, 2009 - 1:27AM
#7
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Level 0 magic items (no gold values given but they don't matter much anayway)
Lvl 0 Helmet of the Trickster - Daily: Use Prestidigitation/Mage Hand Lvl 0 [Weapon] of hefty Blows - Daily: Acts as a +1 weapon for a single attack Lvl 0 Boots of Sprinting - Daily: Gain +1 to speed until end of turn Lvl 0 Waistband of the Healer - Daily: +1 to HP healed until end of turn Lvl 0 Wand of [Wizard/Warlock At-Will] - Daily: +1 to damage with the designated power Lvl 0 Holy Symbol of Faith - Daily: Treat your Wis/Cha modifier as one higher for secondary effects Lvl 0 Armor of Alertness - Daily: Get +1 Reflex until start of next turn
Those are just a few suggestions, Activation actions would be free or minor as you see fit. To find more variants, you can probably take just about any low level magic item with a property and turn that property into a daily. The list above may not be exactly balanced against one another but seriously, it's just for Lvl 1 anyway and balance itself probably wouldn't be broken if they were running around in full +1 gear.
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8 months ago ::
Apr 14, 2009 - 1:32PM
#8
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0 level items shouldn't give any benefits in combat as their enchantments are made for making life a little easier. Such as the self cleaning robes, or everburning torch or flavor powders and even the toy that plays with children on its own (the teddy from AI.) It's little things like that I consider to be 0 level items. Just my opinion.
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8 months ago ::
Apr 15, 2009 - 1:37AM
#9
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Here Blog Post, Linking to here... with some ideas I threw together.
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8 months ago ::
Apr 15, 2009 - 2:02AM
#10
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Broken Win Button - Level 0 Property : You are constantly saddened that it is broken.
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