Post by liam on Sept 7, 2011 21:49:59 GMT -5
I've heard it suggested that The Ship ought to have a series of machines, capable of taking in liquid wealth and outputting magic items. These devices, as I've come to understand it, would have a limited range of items available, and anything not on this list would simply not be available on the ship. A PC who wanted something really specific, like a named magic weapon, an Enveloping Pit (much cheaper but more difficult to use Portable Hole that's a [relic]), or even a Belt of Giant Strength with an odd bonus, would have to seek it out on a planet.
I think it would be helpful to begin establishing this list ahead of time.
Disclaimer:
All of this is subject to change if people with more authority than me vote me down.
Part One: Essential Bonuses
At some point, everyone is going to want an Amulet of Constitution, or a Ring of Protection, or Boots of Elvenkind. I think it's particularly important that they not be denied these sorts of things. There's just some staple items that (nearly) every PC is eventually going to need three or four of.
Indeed, the Magic Item Compendium (p 233) suggests that because of this, certain very basic bonuses should be exempt from the multiple-abilities-on-one-item price multiplier. It's hard to give out fun treasure when everyone already has all their body slots full of things they need to survive or to be effective. I am completely in favour of this, and I think it's even more important if we're going to be strictly limiting their access to custom items.
The full table is on p 234 of the MIC, but the abilities in question are:
Part Two: Weapons and Armor
Not everyone is going to need a tricked out sword or axe or spear with a jillion special abilities, but a lot of people are going to.
Beyond simple plusses, I submit the following special abilities for availability within the machine:
Weapons
Armor and Shields
I think it would be helpful to begin establishing this list ahead of time.
Disclaimer:
All of this is subject to change if people with more authority than me vote me down.
Part One: Essential Bonuses
At some point, everyone is going to want an Amulet of Constitution, or a Ring of Protection, or Boots of Elvenkind. I think it's particularly important that they not be denied these sorts of things. There's just some staple items that (nearly) every PC is eventually going to need three or four of.
Indeed, the Magic Item Compendium (p 233) suggests that because of this, certain very basic bonuses should be exempt from the multiple-abilities-on-one-item price multiplier. It's hard to give out fun treasure when everyone already has all their body slots full of things they need to survive or to be effective. I am completely in favour of this, and I think it's even more important if we're going to be strictly limiting their access to custom items.
The full table is on p 234 of the MIC, but the abilities in question are:
- Deflection Bonus to AC, +1 to +5, Bonus2*2,000 gp.
- Armor Bonus to AC, +1 to +8, Bonus2*1,000 gp. (Like Bracers/Vest of Armor)
- Enhancement bonus to Natural Armor, +1 to +5, Bonus2*2,000 gp. (I acutally think this is overcosted compared to Rings of Deflection, and would be in favour of lowering it to Bonus2*1,500 gp.)
- Enhancement Bonus to Charisma, +2 to +6, Bonus2*1,000 gp.
- Enhancement Bonus to Constitution, +2 to +6, Bonus2*1,000 gp.
- Enhancement Bonus to Dexterity, +2 to +6, Bonus2*1,000 gp.
- Enhancement Bonus to Intelligence, +2 to +6, Bonus2*1,000 gp.
- Enhancement Bonus to Strength, +2 to +6, Bonus2*1,000 gp.
- Enhancement Bonus to Wisdom, +2 to +6, Bonus2*1,000 gp.
- Resistance bonus to Saving Throws, +1 to +5, Bonus2*1,000 gp.
Part Two: Weapons and Armor
Not everyone is going to need a tricked out sword or axe or spear with a jillion special abilities, but a lot of people are going to.
Beyond simple plusses, I submit the following special abilities for availability within the machine:
Weapons
- All of the basic Weapon Special Abilities in the SRD seem fine and wholesome to me. Many of them, like Flaming and Holy, are staples.
- I'd suggest a small price increase on Spell Storing ammunition, (maybe to 200 or 250 gp a pop instead of 160), but leave the price the same for melee weapons.
- Ditto for all the special abilities in the MIC that are just slightly altered versions of those in the SRD, like Corrosive (+1d6 acid damage) or Impact (keen for bludgeoning weapons)
- I actually like all the abilities in the MIC, but in the interest of being completely unambiguous, they should be listed one at a time. I'm particularly fond of Harmonizing, Force, Impaling, Sacred, Warning, and Whirling. Does anyone have objections to specific ones?
- Valorous: Champions of Valor. Double damage on a charge, like a lance. Way underpriced at +1, but would be interesting at +2 or +3 for a cavalier or charging-focused character.
- (Flesh this out later)
Armor and Shields
- Same as above: Everything in the SRD seems totally fine. Fortification is great.
- Likewise, I have no objections to any of the basic armor properties in the MIC.