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View Full Version : Another attempt at fixing magic items.



Agrippa
2016-07-31, 05:24 AM
It's been about four years since I first posted about changing magical arms and armor rules (http://www.giantitp.com/forums/showthread.php?250331-(3-5)-Fixing-magic-weapons-and-armor). I've been mulling it over for a while before deciding to try again while tinkering around with treasure as a whole. So here goes nothing.

Note: I should mention I'm taking a page from the Diablo games and Borderlands and their item tiers.


Loot Tiers
Whether you're a bandit or a hero all adventurers share one common bond, the search for more loot! So with no further ado badasses, let’s talk about loot. Loot, or treasure if you prefer, can be readily divided into tiers, based upon the quality and quantity of loot or treasure found. From the near worthless scraps jettisoned as the refuse they are, kept by weak bandits, lowly scavengers or haphazardly accumulated by some wild beasts to the truly epic treasures hidden in long lost vaults and crypts that kings and emperors would kill for, but that only the truly badass may hope to posses.


Loot TierCash*Valuables*Consumables and General Gear*Equipment Quality Bonus
Scraps2d10 Copper4d8 Copper4d8 Copper+0
Meager3d8 Silver3d12 Silver3d12 Silver+10
Poor5d10 Silver10d8 Silver10d8 Silver+20
Fair3d8 Gold3d12 Gold3d12 Gold+40
Average4d8 Gold4d12 Gold4d12 Gold+50
Good5d10 Gold10d8 Gold10d8 Gold+60
Exceptional6d10x10 Gold12d8x10 Gold12d8x10 Gold+70
Excellent6d10x30 Gold12d8x30 Gold12d8x30 Gold+80
Rich8d12x40 Gold16d10x40 Gold16d10x40 Gold+90
Fantastic10d12x40 Gold20d10x40 Gold20d10x40 Gold+100
Epic16d12x50 Gold32d10x50 Gold32d10x50 Gold+110
*Multiply by 1d10x10 for major hordes and lairs.


Magical/High Powered Weapons and Armor

Note: When rolling for random treasure the DM should roll 2 d10s to get a number from 1 to 50. Then add the Equipment Quality Bonus from above to reach the weapon or armor's tier/enhancement bonus. This is typically after a d10 roll to determine how many special items an NPC may have.


d10 rollResult
1-20
3-410
5-620
7-830
9-1040


d10 rollResult
1+1
2+2
3+3
4+4
5+5
6+6
7+7
8+8
9+9
10+10


RollColorMeaning
1-44WhiteNormal
45-50Green+1 to attack, damage and +1 special ability (material construction)
51-55Blue+2 to attack, damage and +2 special ability (material construction) or +1 to attack, damage, +1 special ability (material construction) and +1 special ability (enchantment)
56-89Purple+3 to attack, damage and +3 special ability (material construction) or +2 to attack, damage, +2 special ability (material construction) and +2 special ability (enchantment)
90-100Yellow+4 to attack, damage and +4 special ability (material construction) or +3 to attack, damage, +3 special ability (material construction) and +3 special ability (enchantment)
104-105Orange+5 to attack, damage and +5 special ability (material construction) or +4 to attack, damage, +4 special ability (material construction) and +4 special ability (enchantment)
106-140Dark Orange+6 to attack, damage and +6 special ability (material construction) or +5 to attack, damage, +5 special ability (material construction) and +5 special ability (enchantment)
141-160Pearlescent+6 to attack, damage, +6 special ability (material construction) and +6 special ability (enchantment)

In this second attempt at weapon and armor special abilities are divided into two types. Material construction and enchantment. Material construction is the physical makeup of armor or weapon while enchantments are the spells and magics typically woven into the item at it's creation. The base enhancement bonus, used for both combat bonuses and construction is, and the enchantments are calculated separately for the purposes of market price and cost to make. So a +4 longsword with a +4 enchantment would cost a total of 64,315 gold pieces under this proposed system.

This is meant to be a feature, not a bug. At the same time any non-enhancement point base feature, such as impervious, that would be based in d physical makeup of the weapon, along with the benefits of particular special materials, would be "paid for" from the base/physical construction cost side. At the same time any non-enhancement point based enchantment would be "paid for" from the enchantment side of the item's cost. If you disagree with this or have a problem anyone of my tables above, let's the first one and the amount of cash given out, feel free to let me know.