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<blockquote data-quote="Composer99" data-source="post: 9158931" data-attributes="member: 7030042"><p>The work progresses. I am working on magic items right now and have just completed the initial set of magic armours. I have 14 types of armour in the playtest ruleset, or half as many as were included in the 4e PHB1. Each armour is, I hope, a little more impactful than the 4e armours. I'm hemming and hawing about having magic items in the <em>Tome of Rules </em>or the <em>Tome of Game Mastery</em>. Right now, leaning towards the former, but it might depend on individual page counts.</p><p></p><p>Here are some sample pages: a two-page spread on how to read magic item stat blocks, and a two-page spread of select magic armours.</p><p></p><p><strong>Reading a Magic Item</strong></p><p>[ATTACH=full]305565[/ATTACH]</p><p></p><p><strong>Sample Magic Armours</strong></p><p>[ATTACH=full]305566[/ATTACH]</p><p></p><p><strong>Notes on Magic Items</strong></p><ul> <li data-xf-list-type="ul">The rarities are common, rare, and legendary. Common items are easily found in the default setting, even for sale. Rare items (which will be the majority of items) normally require a special downtime activity to find for sale (although GMs can always include magic shops) in addition to being discoverable during adventures, and legendary items usually have to be found on adventures. (The first page of the magic item rules, which discuss rarity, imply that there's usually only one legendary item of each kind in a given game world.)</li> <li data-xf-list-type="ul">Most magic armours are crafted from an ordinary armour; the extra ingredients are required for the enchantment (using the appropriate ritual). Legendary items require both modifying the base armour while crafting it <em>and </em>additional effort and ingredients in the enchantment. Usually some kind of quest or great accomplishment is required in either or both steps.</li> <li data-xf-list-type="ul">The ruleset currently goes up to 10th level, so that's where magic items stop for now.</li> <li data-xf-list-type="ul">Crafting ingredients are detailed in other rules; they can be used for enchanting magic items and for special materials (what 4e would call masterwork items). In 4e, masterwork items have to also be magic items, but I plan to decouple that.</li> <li data-xf-list-type="ul">Yes, that's a set of cursed armour! Because it's craftable, I'm actually including it more with a view to player characters finding ways to foist it upon NPCs, or having to help an NPC who is cursed with it, than with the expectation that they'll be caught wearing it themselves. In general, I like the gameplay possibilities that cursed items provide, used sparingly.</li> <li data-xf-list-type="ul">Most permanent magic items will have one, maybe two, properties and one power. Some items might have more properties and no power, and legendary items tend to have more properties.</li> </ul></blockquote><p></p>
[QUOTE="Composer99, post: 9158931, member: 7030042"] The work progresses. I am working on magic items right now and have just completed the initial set of magic armours. I have 14 types of armour in the playtest ruleset, or half as many as were included in the 4e PHB1. Each armour is, I hope, a little more impactful than the 4e armours. I'm hemming and hawing about having magic items in the [I]Tome of Rules [/I]or the [I]Tome of Game Mastery[/I]. Right now, leaning towards the former, but it might depend on individual page counts. Here are some sample pages: a two-page spread on how to read magic item stat blocks, and a two-page spread of select magic armours. [B]Reading a Magic Item[/B] [ATTACH type="full"]305565[/ATTACH] [B]Sample Magic Armours[/B] [ATTACH type="full"]305566[/ATTACH] [B]Notes on Magic Items[/B] [LIST] [*]The rarities are common, rare, and legendary. Common items are easily found in the default setting, even for sale. Rare items (which will be the majority of items) normally require a special downtime activity to find for sale (although GMs can always include magic shops) in addition to being discoverable during adventures, and legendary items usually have to be found on adventures. (The first page of the magic item rules, which discuss rarity, imply that there's usually only one legendary item of each kind in a given game world.) [*]Most magic armours are crafted from an ordinary armour; the extra ingredients are required for the enchantment (using the appropriate ritual). Legendary items require both modifying the base armour while crafting it [I]and [/I]additional effort and ingredients in the enchantment. Usually some kind of quest or great accomplishment is required in either or both steps. [*]The ruleset currently goes up to 10th level, so that's where magic items stop for now. [*]Crafting ingredients are detailed in other rules; they can be used for enchanting magic items and for special materials (what 4e would call masterwork items). In 4e, masterwork items have to also be magic items, but I plan to decouple that. [*]Yes, that's a set of cursed armour! Because it's craftable, I'm actually including it more with a view to player characters finding ways to foist it upon NPCs, or having to help an NPC who is cursed with it, than with the expectation that they'll be caught wearing it themselves. In general, I like the gameplay possibilities that cursed items provide, used sparingly. [*]Most permanent magic items will have one, maybe two, properties and one power. Some items might have more properties and no power, and legendary items tend to have more properties. [/LIST] [/QUOTE]
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