EggKookoo
2018-12-05, 11:42 AM
I've been working out a concept for item sets (multiple magic items that work together as a "set," similar to concepts in MMOs like WoW). I came down to the idea of giving each item in a set a special die called its set die, which can be used to increase the power of the items as you acquire more of them.]
So here's what I've worked out. I'll post some examples afterward.
Sets
Sets are magic items that were designed to work together. They are thematically bound, and their features operate in concert to support one or more classes or playstyles.
Attunement
Set items must be attuned. The process is the same as for conventional magic items. However, once a set item is attuned, a creature can attune to additional items in the set without limit. All items from a single set share a single attunement "slot" so to speak.
In addition to learning the item's name and features, a creature that has attuned to a set item will learn that there are other items in existence that share a kinship with it. The creature has no special awareness of the specific number of other set items, nor the name, properties, type, or location of any other such item. However, the creature will be able to sense if more items in the set remain unattuned, and will know if it has attuned all pieces (the items will feel "complete").
A creature cannot attune an item in a set that has one of its other items already attuned by another creature. The attunement will fail but the creature will be able to discern that something is interfering with the process. The creature that had previously attuned to the other item will sense that someone is making the attempt with a companion piece.
Set Dice
A distinguishing element of set items that sets them apart from conventional magic items is the set die. Each item in a set has a special die (usually a d6 but there are variations). This set die can be rolled as part of at least one feature of the item. For example, a weapon may have a feature that allows the wielder to roll its set die as part of its damage. Another item might have a feature that prompts a target to make a saving throw, and allow the user to add a set die to the feature's DC calculation.
Set dice are fungible within the set. That is, if a creature possesses more than one item in a set, and therefore possesses more than one set die, all of the items' set dice can be used for any set item feature. For example, if a creature possesses both items mentioned above, it could add the set dice from both items to the damage of the weapon, or roll both set dice and add the combined result to the DC for the saving throw prompted by the second item. There is no limit to the number of set dice from a single set that can be roll together for a single use.
Set dice represent a resource. Whenever a set die is used, it it spent and cannot be used again. The owner of the set recovers all spent set dice after completing a long rest. If and when the creature acquires all items in a set, it recovers all spent set dice after completing either a long or short rest.
If a creature has multiple items from multiple sets, only the dice from one set can be used and recovered. The creature makes this decision upon attuning to the set items and can choose which set grants access to its set dice after completing a long rest.
Set dice rolled as damage use the damage type of the item (if applicable) or as described by the relevant feature. This dice is doubled or rolled again if the item makes a critical hit, unless otherwise specified by the feature.
So here's what I've worked out. I'll post some examples afterward.
Sets
Sets are magic items that were designed to work together. They are thematically bound, and their features operate in concert to support one or more classes or playstyles.
Attunement
Set items must be attuned. The process is the same as for conventional magic items. However, once a set item is attuned, a creature can attune to additional items in the set without limit. All items from a single set share a single attunement "slot" so to speak.
In addition to learning the item's name and features, a creature that has attuned to a set item will learn that there are other items in existence that share a kinship with it. The creature has no special awareness of the specific number of other set items, nor the name, properties, type, or location of any other such item. However, the creature will be able to sense if more items in the set remain unattuned, and will know if it has attuned all pieces (the items will feel "complete").
A creature cannot attune an item in a set that has one of its other items already attuned by another creature. The attunement will fail but the creature will be able to discern that something is interfering with the process. The creature that had previously attuned to the other item will sense that someone is making the attempt with a companion piece.
Set Dice
A distinguishing element of set items that sets them apart from conventional magic items is the set die. Each item in a set has a special die (usually a d6 but there are variations). This set die can be rolled as part of at least one feature of the item. For example, a weapon may have a feature that allows the wielder to roll its set die as part of its damage. Another item might have a feature that prompts a target to make a saving throw, and allow the user to add a set die to the feature's DC calculation.
Set dice are fungible within the set. That is, if a creature possesses more than one item in a set, and therefore possesses more than one set die, all of the items' set dice can be used for any set item feature. For example, if a creature possesses both items mentioned above, it could add the set dice from both items to the damage of the weapon, or roll both set dice and add the combined result to the DC for the saving throw prompted by the second item. There is no limit to the number of set dice from a single set that can be roll together for a single use.
Set dice represent a resource. Whenever a set die is used, it it spent and cannot be used again. The owner of the set recovers all spent set dice after completing a long rest. If and when the creature acquires all items in a set, it recovers all spent set dice after completing either a long or short rest.
If a creature has multiple items from multiple sets, only the dice from one set can be used and recovered. The creature makes this decision upon attuning to the set items and can choose which set grants access to its set dice after completing a long rest.
Set dice rolled as damage use the damage type of the item (if applicable) or as described by the relevant feature. This dice is doubled or rolled again if the item makes a critical hit, unless otherwise specified by the feature.