Usually on Mondays, I do a write-up of the session I ran last night, but we didn’t play so I’ll talk about something else.
I have to say, as a DM, I think I’ve nearly perfected magic items in-game. I call it Inherent Items. The players were skeptical at first, but I think they’re coming around. If you’re a player of mine, comment, tell us what you think (there’s xp in it for you).
- Use Inherent Bonuses
- Award XP, standard rules, at the end of every session (even if you don’t use XP).
- Players can spend their XP toward purchasing magic items at every extended rest.
- The effect of any item isn’t because the item is special, but because the player is cool. It’s not the item that has the power, it’s the player.
- An items effect will happen regardless of what the player wields (within reason of course). It’s not the item that has the power, it’s the player.
- Players get full value when trading in magic items.
- “Real” magic items exist, though are extremely rare.
- Real items supersede “Inherent Items” when equipped.
So, pros and cons (which is which, you tell me).
- The inherent bonuses keep the players from needing to worry about +x on their items, so they can usually just buy the cheapest item for its benefit and move on.
- At higher levels, the xp vs. item curve is extreme, keeping players from readily buying epic equipment (they’d have to save for a while).
- Full trade in value on items compensates for the curve and allows players to “hot swap” items at each rest.
- The changes available at each extended rest give players something to do out of game, more than just once per level. This keeps interest throughout the week, but creates more work for the players.
- Having super rare “real” items eliminates handouts, allows for wish lists (of epic equipment), and provides quest seeds (how do you get the item? who else knows? do you keep it on your person? hidden? etc.).
Any other pros and cons you can think of? Concerns? I’d love to hear what you think, and love it even more if you subscribe!