Kol Korran
2009-04-14, 05:10 AM
hello all. inspired by the 3.5 "weapons of legacy", i'm trying to create similar items for my party. for those unfamiliar with the concept, it's basically this: (not exactly like in the book, but as i want to see it)
the party gets a unique magical item, that binds to it. the item begin as fairly low in power, but as the character adventures and goes through experiences, the item gains powers, and at time, might even develop sentience, and a simple personality.
now, this poses quite a problem balance wise and desigining wise. my questions:
1- how do you think i should handle the increasing power? i don't want the item to just replace it's qualities to that of a stronger item (with the exception of a +1 changing to a +2 and so on). i want the items to accumulate powers, and be sort of "uber items". but how much are partial powers worth? how do i calculate the item's power level?
2- i have a few ideas about how powers chould be added:
a) the powers stem from the characters experiences (for example, after fighting a green dragon it may gain resistence to poison, bonus to save against charm effects, or maybe bonus damage against dragons)
b) the powers stem from the character's personality (if s/he is aggresive, most of the powers would be offensive. a skill focused character might gain a bonues to skills, and so on). a & b could work together.
c) a bit of adifferent option: i plan the item's progression ahead of time. to achieve a power the party must succeed in an impressive deed (single handedly defeat a sauhagin baron, withstand the critical breath of a red dragon for example). the character knows what it must do in advance, but it must seek a way to do achieve it. some of the possibilities are allready in the current adventure path, but for some the character must go on mini quests.
also- the item might be developed in several ways (power junction), in which the character knows of two possible progressions, and must choose.
so what do you think ofthese possibilities?
3) item intelligence: i liked intelligent items in 3.5, and this is lacking in 4E. do you think it should exist at all, or is it just distracting? i thought to have the items as mostly empoathic and not talking, sending impressions and sensations to the party's mind, though exceptional items might ultimatly evolve the ability to communicate more clearly. do you think that will add to the game, or just be an annoyance?
also, any ideas as to what the core personalities should be? indpendent from influence? partially as that of their owner? or perhaps shaped by the joined experiences?
3 fairly different questions, but i would appreciate any help you could give.
thanks in advance,
Kol.
the party gets a unique magical item, that binds to it. the item begin as fairly low in power, but as the character adventures and goes through experiences, the item gains powers, and at time, might even develop sentience, and a simple personality.
now, this poses quite a problem balance wise and desigining wise. my questions:
1- how do you think i should handle the increasing power? i don't want the item to just replace it's qualities to that of a stronger item (with the exception of a +1 changing to a +2 and so on). i want the items to accumulate powers, and be sort of "uber items". but how much are partial powers worth? how do i calculate the item's power level?
2- i have a few ideas about how powers chould be added:
a) the powers stem from the characters experiences (for example, after fighting a green dragon it may gain resistence to poison, bonus to save against charm effects, or maybe bonus damage against dragons)
b) the powers stem from the character's personality (if s/he is aggresive, most of the powers would be offensive. a skill focused character might gain a bonues to skills, and so on). a & b could work together.
c) a bit of adifferent option: i plan the item's progression ahead of time. to achieve a power the party must succeed in an impressive deed (single handedly defeat a sauhagin baron, withstand the critical breath of a red dragon for example). the character knows what it must do in advance, but it must seek a way to do achieve it. some of the possibilities are allready in the current adventure path, but for some the character must go on mini quests.
also- the item might be developed in several ways (power junction), in which the character knows of two possible progressions, and must choose.
so what do you think ofthese possibilities?
3) item intelligence: i liked intelligent items in 3.5, and this is lacking in 4E. do you think it should exist at all, or is it just distracting? i thought to have the items as mostly empoathic and not talking, sending impressions and sensations to the party's mind, though exceptional items might ultimatly evolve the ability to communicate more clearly. do you think that will add to the game, or just be an annoyance?
also, any ideas as to what the core personalities should be? indpendent from influence? partially as that of their owner? or perhaps shaped by the joined experiences?
3 fairly different questions, but i would appreciate any help you could give.
thanks in advance,
Kol.