The Campaign Setting...
Trying out a new 'magic item' system this time around.
Cassandra asked about items, and i told her i was giving out about (7) points worth of 'magic' equipment.
First, there is MASTERWORK Equipment
To be noted, I count master work items in there because in my campaigns, master work equipment is the first stepping stone to magic items.
Most notably from core rules are masterwork weapons (+1 hit) and armor (reduce armor check penalty by one). Armor has some extra rules though, in that the 'bonus' doesnt need to be armor check, and reducing arcane failure, and encumbrance are also options. Armor also has an extra level of quality noted as 'Custom' Masterwork Armor, which allows you two benefits instead of one, aside from the increased cost, they are tailor made for one character and no one else benefits from them.
Most Masterwork weapon and armor will be 'one point', plus or minus a 1/2 ~ 1 point (ie. A Masterwork Dagger, isnt as expensive or valued as a MW Longsword, nor is MW leather as valued or expensive as MW Chain shirts.
Other stuff might be masterwork, but i wont count them against the character (this is stuff like boots, and gloves, and so forth). Such masterwork things might just be nice items that are comfortable and look good (around 20 gold value, not worth an item point), but others might provide a skill bonus of some sort, like boots that might provide a bonus to stealth skill checks, or gloves that might be helpful for disabling skill checks, and so forth. It's important to note that these fall under circumstantial equipment bonus and DO NOT STACK with each other, so if you have gloves that give you a +1 bonus, and thief picks that give you a +1 bonus, together, they give you a +1, not ... +2
Next there is 'Imbued' Equipment.
Imbued Magical Equipment is sort of limited use magic item, that i've developed for the campaign, and that has been popular with just about everyone that plays in them. The foundations of the rules are actually rooted in the core rules, i just took them to heart and built around it extensively.
The basic function of an Imbued Magical item, is to etch, sew, dye (whatever) magical script of some sort onto masterwork equipment. This magical script trigger a predetermined magical effect, drawing magical energy from 'mana stones/gems'. Over the span of day (more or less) these mana stones will draw ambient mana back into the stones and be ready for use again the next day. (In theory it should be ready 24 hours later, but for practical simple bookkeeping, you get them back after the party rests to refresh spells)
The most basic Imbued Equipment will trigger a first level spell of some sort, once a day.
This is the most basic understanding of how imbued items work, the more advance bit, involves knowing what spells are used in what items.
ie. Masterwork Boots, are usually imbued for movement and travel, normally with Expeditious Retreat, or Longstrider.
A first level spell, once a day is worth about (1) item point
Minor versions of Magic Equipment
These are scaled down 'lesser' versions of establish magical items. The pouches of holding fall into this category. They're scaled down bags of holding with a belt loop to hang off your hip. Very useful. You cant fit the entire general store into it, but you can carry a good bit in it and stay unencumbered. Not for this campaign, but it's an important point in past campaigns, which were more tactical specific, and encumbrance was watched very carefully to decide how far and fast you can move. Moving slow... was bad. You can expect to be 'kited' and pin cushioned in short order if you were, and i was unrepentant about it, because players would do it too.
I came out with inexpensive staves, wands, and rods following this rule.
Temporary magic equipment.
Mostly some things were changed for bookkeeping. ie. Instead of scribing scrolls, i let players scribe them into spell books, to be 'neat'. Open the book cast the spell out of the book, get a new blank page to scribe again. (crafting was fairly 'big' in some of these campaigns)
'Expendable' wands came in smaller sizes, so they no longer had '100' charges at full. A pretty obnoxious number.
A notable difference, is the 'Mana' Potion. Inspired by video games, drinking one would revive the character to the point of restoring an ability to cast a spell that had been able to cast earlier in the day but expended. The typical mana potion will allow you to recast a first level spell.
Ponders Geez... scratching the surface here, but its getting late and i think its time to log off. I will make an effort to answer roleplaying before logging off.
I still need to look at Ornn. Apologies, but Ornn is my 'bridge too far'. I've only planned for 3 to 4, so fitting a fifth is making me feel time 'tight' which i can only solve by pushing the work off till i feel properly prepared to look at it
sorry, i really do try and love all my players, and treat them right. It's just... you know, i like to sleep too.
>.<