Last time I made a post about
conceptual balance, I mentioned how everyone should be able to craft
in a 'balanced' fantasy game world. I stand by that, and here are
some simple rules to show how that works.
Every character can make magic items, regardless of their class. In order to create a magic item, you need downtime to craft the items, as well as the raw materials if its being made from scratch. Items can also be made from other items, or repurposed if its makes sense. Items have levels of power that go in categories from Minor, Significant, and Major.
Every
character may have or sustain one minor magic item at a time, with an
extra one being added every 10 levels. These items can be given
away/stolen but have little staying power. If lost you can make
another up to cap.
Fighters
Fighters
enhance their favorite mundane pieces of equipment and continue
mystic warrior traditions. Anoint their sword in moon-oil. Meditate
under a waterfall while wearing their talisman. Stick a letter from
home in their boot.
Fighter
minor items grant either +1 to a physical stat (Str, Dex, or Con)
while worn, or grant +1 AC or to hit against a specific creature
type.
Rogues
Rogues
keep around 'lucky' items and gadgets that help them be sneaky and
crafty. They carry a coin with its eyes scratched eye to sneak past
the city guard. Cloak woven with a child pickpocket's hair in the
seam, to remember them and grant the Rogue their deftness.
Rogue
minor items grant +1 to a single saving throw category, or grant +1
to stealth or reaction checks against a specific creature type.
Wizards
Wizards
collect weird magical stuff and bits of obscure ancient lore. Small
chunks of fulgrite tied to their staff to enhance lightning spells.
Diary of a crazy person, notes in the margins trying to find the
meaning in the babbling.
Wizard
minor items grant +1 to the damage of a specific element when rolled,
or they grant a 1 in 6 to identify items of a similar origin. Items
when worn grant +1 to a mental stat (Int, Wis, Cha)
Significant Magic Items
Significant Magic Items
Once
you reach name level, you may spend a significant amount of downtime
and money to craft a significant item. This item requires either a
rare and exotic material for its construction; like sun metal, rare
animal leather, or a magic crystal; OR it will require a complex
ritual of the player's invention. Doing both may allow the item to be
slightly stronger then a normal significant item. You can only forge
one of these per level you have past name level.
Fighters
Fighters
make items better then mundane equipment. Special wood from the elf
grove lets this shield withstand an axe's swing. Torch passed to all
members of fighting-man secret society is imbued into sword's
crossguard, granting you a portion of their collective ferocity.
Fighter
Significant items count weapons and armor as magic and usually grant
+1 to hit or AC. If made specific, like vs a certain creature, grants
+2 or kills on a 20. Armor can grant +1 to saves and +1 or +2
resistance to a certain element.
Rogues
Rogues
can create items of hidden or secretive natures, things that tap into
the power of shadow and stealth. They can also enchant bows and
daggers to be especially deadly.
Rogue
Significant items can grant +1d6 on the first stealth attack of the
day if weapon. Armors can grant +1 to all saving throws or grant +1
AC if you don't attack on the same round. Any item can grant you a +1
to their X in 6 chance to perform a skill check of a specific type,
like hide or climb.
Wizards
Wizards
start to create items that have or sustain spell effects beyond
normal levels. Items brimming with magic and meta-magic.
Wizard
Significant items can enhance the spell or caster level of a specific
spell cast with it. Wizards can start forging arcane tools like wands
and staves, which can have constant cantrips or activated low level
magic powers.
Once beyond name level, you can choose to craft a major
magic item instead of your normal level up bonuses if you choose. You
do not gain health, better saves, or any other bonuses but your level
and cost to level up against both go up; you are pouring a piece of
yourself into this work. These items are sometimes called Artifacts.
These items usually require several rare items, rituals to complete,
as well as giving up your own strength to make them. You can only
make a single artifact per character, your magnum opus.
Fighters
Fighters
make major items out of monster parts, adamantium, pieces of a god's
armor, and other extremely rare and potent items related to war and
combat prowess.
Fighter
major items can change the entire rules of a combat encounter and may
give them the ability to fight hoards of normal warriors. Swords that
grant many bonus attacks, or if you give up your attack for a round
deflects any amount of arrows or other attacks sent at you. Fighter
major armor can grant damage reduction against all types of damage of
-2, ignoring weak attacks entirely. If against a specific element or
type of weapon (like axes, arrows, fire, etc) reduces all incoming
damage by -6 instead. Fire proof cloaks for dragon slayers are a
classic.
Rogues
Rogues
start to collect and create items belonging to other legendary
thieves and explorers from the past. Things that meld away identity
and collect darkness, and items with a mind of their own that might
try to escape if their master's ambition doesn't live up to the
item's potential.
Rogue
major items grant entirely new supernatural thievery abilities and
can manipulate minds. Supernatural lightness lets you run on water or
balance on the smallest tree branch. Rogue weapons can start to
bypass AC entirely, or be coated in deadly venom that can kill most
mortal foes, especially of a specific type. Rogue gear might allow
you to become flat, smoke, or disappear once a day the moment you get
hit.
Wizards
Wizards
craft these extremely potent magical artifacts out of rare and
carefully collected magical items and reagents. Magic of this level
requires dragon egg shells, crystals found only in the core of the
earth or the glowing dots in the sky, ancient treaties of magic
written by the first witches and the souls of powerful creatures
trapped in stones.
Wizard
major items grant immediate meta-magic abilities, constant magic of
spell-casting level, and go beyond the normal limits of spellcasting.
Boost every spell cast with this staff as though cast in a higher
spell level, or a magic hat that grants 1 extra spell slot of the
highest one you can cast. Magic mirror that can bounce enemy spells
back, or bottle that can trap a demon inside and force it to answer 1
question truthfully when let back out.
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