Amdy_vill
2018-05-22, 04:44 PM
so the magic weapon workshop thread gave me this idea. what is you philosophy on making magic items for you party. i want to know everything and why you think that.
for me i make magic items in several whys. first importing a classes abilities. if i have a sorcerer in my party by 20th level that sorcerer will have some access to extra sorcerery points. for a paladin or cleric some more channel divinity access. things like weapons that act as if a specific channel divinity(most of the time it is one they don't have or for clerics more turn undead) had been activated on the enemies it hits. i also like to give them small limited access to abilities outside of there class. but they will never get access to a classes ability that is from a class in the party. these are my opinions on legendary items.
for non legendarys items i like them to be +1 of +2 and work by adding a spell and extra damage to a weapon or armor. think things like darts the when thrown split into a number of extra darts that deal force damage. for staffs robes and armor i just like to take on a few spell and call it a day.
i think this is the right why as it add versatile to characters for legendary items and expands there options for non legendary items. i also tend to try and make most of there items non attuned so most of there attunement slots are filled by legendary items of ac boosts
for me i make magic items in several whys. first importing a classes abilities. if i have a sorcerer in my party by 20th level that sorcerer will have some access to extra sorcerery points. for a paladin or cleric some more channel divinity access. things like weapons that act as if a specific channel divinity(most of the time it is one they don't have or for clerics more turn undead) had been activated on the enemies it hits. i also like to give them small limited access to abilities outside of there class. but they will never get access to a classes ability that is from a class in the party. these are my opinions on legendary items.
for non legendarys items i like them to be +1 of +2 and work by adding a spell and extra damage to a weapon or armor. think things like darts the when thrown split into a number of extra darts that deal force damage. for staffs robes and armor i just like to take on a few spell and call it a day.
i think this is the right why as it add versatile to characters for legendary items and expands there options for non legendary items. i also tend to try and make most of there items non attuned so most of there attunement slots are filled by legendary items of ac boosts