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Switch to Forum Live View Inherent bonuses system
6 months ago  ::  Nov 27, 2012 - 3:00PM #1
cro1947
Date Joined: May 24, 2012
Posts: 19
Could you explain the inherent bonuses system? I think it come from Dark Sun to replace magic items?
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6 months ago  ::  Nov 27, 2012 - 3:12PM #2
Matyr
Date Joined: Jun 19, 2004
Posts: 2,726
In short the system replaces the mathematical need for you to constantly improve the + on your armor neck and weapons.

Level 2 - Players function as if they have a +1 weapon.
Level 4 - Players function as if they have a +1 neck/armor.

Every 5 levels from each of those two levels the appropriate thing levels up (IE +2 weapons at 7 and +2 neck/armor at 9).

There is more to it than that, but thats the general gist of things.

Edit: yes from darksun. 
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6 months ago  ::  Nov 27, 2012 - 4:32PM #3
MalakLightfoot
Date Joined: Sep 19, 2007
Posts: 2,194
The other major point to keep in mind is that the inherent bonuses are Item bonuses. They do not stack with magical weapons, armor or neck items.
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6 months ago  ::  Nov 27, 2012 - 5:50PM #4
Salla
Date Joined: Apr 3, 2003
Posts: 23,524

Nov 27, 2012 -- 4:32PM, MalakLightfoot wrote:

The other major point to keep in mind is that the inherent bonuses are Item bonuses. They do not stack with magical weapons, armor or neck items.




You mean Enhancement Bonuses.

Another day, another three or four entries to my Ignore List.
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6 months ago  ::  Nov 27, 2012 - 6:24PM #5
MalakLightfoot
Date Joined: Sep 19, 2007
Posts: 2,194

Nov 27, 2012 -- 5:50PM, Salla wrote:

Nov 27, 2012 -- 4:32PM, MalakLightfoot wrote:

The other major point to keep in mind is that the inherent bonuses are Item bonuses. They do not stack with magical weapons, armor or neck items.




You mean Enhancement Bonuses.



ya, brain fart, sorry 

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6 months ago  ::  Nov 28, 2012 - 12:31PM #6
Style75
Date Joined: Oct 25, 2009
Posts: 1,946
I ran a 10 level campaign where I wanted magic items to be rarem feel really special and get away from the whole +X labelling. I decided to try the inherent bonus system and it worked really well. Whenever the PC's found a magic item it was simply "Frost Weapon" or "Healer's Mace" and then the +X simply came from their inherent bonus.

One of the nice side effects is that people built up a story around their basic, mundane gear they had from level 1. Without the need to be constantly upgrading an items +X bonus, the player's items really took on a history of their own. The other thing that happened is that unarmed and unarmored combat became a reality because the PC's didn't depend on the +X from their gear to get those attack and defense bonuses.

This campaign ended and my current campaign is too far along to go messing with the system, but the next time I start a 4e campaign I will definitely use inherent bonuses right from the start.
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6 months ago  ::  Nov 28, 2012 - 1:00PM #7
Salla
Date Joined: Apr 3, 2003
Posts: 23,524

Nov 28, 2012 -- 12:31PM, Style75 wrote:

I ran a 10 level campaign where I wanted magic items to be rarem feel really special and get away from the whole +X labelling. I decided to try the inherent bonus system and it worked really well. Whenever the PC's found a magic item it was simply "Frost Weapon" or "Healer's Mace" and then the +X simply came from their inherent bonus.

One of the nice side effects is that people built up a story around their basic, mundane gear they had from level 1. Without the need to be constantly upgrading an items +X bonus, the player's items really took on a history of their own. The other thing that happened is that unarmed and unarmored combat became a reality because the PC's didn't depend on the +X from their gear to get those attack and defense bonuses.

This campaign ended and my current campaign is too far along to go messing with the system, but the next time I start a 4e campaign I will definitely use inherent bonuses right from the start.




I agree completely.  Inherent bonuses was a great idea.  Heck, I started giving out free ritual uses (You can use up to your level in rituals per day, if you can use rituals ... variable cost rituals like Enchant Magic Item were exempt), and stopped using XP ... it really changed the game for the better.  No more 'gotta scramble for XP or treasure, I'm this close to getting an item/level'.  Really opened things up.

Another day, another three or four entries to my Ignore List.
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6 months ago  ::  Nov 28, 2012 - 2:10PM #8
mestewart3
Date Joined: Feb 17, 2010
Posts: 665
Yeah Style your way is how I have been running things pretty much since getting the DMG2
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6 months ago  ::  Nov 28, 2012 - 6:49PM #9
frothsof
Date Joined: Jun 4, 2010
Posts: 10,473
i am doing a blog series on new stronghold rules for 4e, and interestingly enough, inherent bonuses play a huge role in being able to use not only stronghold rules, but also other old-school ideas, like treasure types. here is part one if anyone is interested.

frothsof4e.blogspot.com/2012/11/in-searc...
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6 months ago  ::  Nov 29, 2012 - 12:53PM #10
cro1947
Date Joined: May 24, 2012
Posts: 19
Interesting. It's in the Dark Sun campaign setting book ? I will check my FLGS if they have it used.
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