Showing posts with label Magic Items. Show all posts
Showing posts with label Magic Items. Show all posts

Thursday, December 8, 2011

Party Favors!

Two of the biggest policies completed in Kingdom Building were Prince Oargev's planning of his own wedding and Istav's secret planning of Prince Oargev's bachelor's party.  Other than researching rituals to summon Succubus Dancers, inviting all of the young and powerful of Cyre and Breland, hiring the finest caterers, and buying the biggest stash of alcohol Metrol had ever seen, Istav bartered with House Cannith to provide party favors.  These are what Cannith donated as advertisements: 


Level 2 Magic Items: Cannith Fortune Stones
  • Stone of Cannith: (Daily): Free Action: Trigger: You are hit by an attack with the Fire keyword.  Effect: The opponent who hit you rerolls the attack roll.  If the reroll is a 20, this magic item is destroyed. 
  • Stone of Deneith: (Daily): Free Action: Trigger: You are hit by a melee attack with the Weapon keyword.  Effect: The opponent who hit you rerolls the attack roll.  If the reroll is a 20, this magic item is destroyed.
  • Stone of Ghallanda: (Daily): Free Action: Trigger: You are hit by an attack that includes Forced Movement.  Effect: The opponent who hit you rerolls the attack roll.  If the reroll is a 20, this magic item is destroyed.
  • Stone of Jorasco: (Daily): Free Action: Trigger: You are hit by an attack with the Poison keyword.  Effect: The opponent who hit you rerolls the attack roll.  If the reroll is a 20, this magic item is destroyed.
  • Stone of Kundarak: (Daily): Free Action: Trigger: You are hit by an attack that targets Fortitude Defense. Effect: The opponent who hit you rerolls the attack roll.  If the reroll is a 20, this magic item is destroyed.
  • Stone of Lyrandar: (Daily): Free Action: Trigger: You are hit by an attack with the Lightning keyword.  Effect: The opponent who hit you rerolls the attack roll.  If the reroll is a 20, this magic item is destroyed.
  • Stone of Medani: (Daily): Free Action: Trigger: You are hit by a a ranged attack with the Weapon keyword.  Effect: The opponent who hit you rerolls the attack roll.  If the reroll is a 20, this magic item is destroyed.
  • Stone of Orien: (Daily): Free Action: Trigger: You are hit by an attack that targets Reflex Defense.  Effect: The opponent who hit you rerolls the attack roll.  If the reroll is a 20, this magic item is destroyed. 
  • Stone of Phiarlan: (Daily): Free Action: Trigger: You are hit by an attack with the Charm keyword.  Effect: The opponent who hit you rerolls the attack roll.  If the reroll is a 20, this magic item is destroyed.
  • Stone of Sivis: (Daily): Free Action: Trigger: You are hit by an attack that targets Will Defense.  Effect: The opponent who hit you rerolls the attack roll.  If the reroll is a 20, this magic item is destroyed.
  • Stone of Tharashk: (Daily): Free Action: Trigger: You are hit by an area attack.  Effect: The opponent who hit you rerolls the attack roll.  If the reroll is a 20, this magic item is destroyed. 
  • Stone of Thuranni: (Daily): Free Action: Trigger: You are hit by an attack with the Necrotic keyword.  Effect: The opponent who hit you rerolls the attack roll.  If the reroll is a 20, this magic item is destroyed.
  • Stone of Vadalis: (Daily): Free Action: Trigger: You are hit by an attack with the Cold keyword.  Effect: The opponent who hit you rerolls the attack roll.  If the reroll is a 20, this magic item is destroyed.
Lesser Stone Benefits
Wielders          Benefit
2                    Each ally who bears a stone gains an item bonus to the defense targeted by the rerolled attack granted by their stone equal to the number of allies with stones they can see.

     These were inspired by the Luck Stone magic items from Adventurer's Vault, but at a much lower level, no way to specifically plan to take advantage of them, and with a significant drawback. Still, they seemed useful to keep around.  The copies the PCs got were "experimental" products deemed safe, but unstable.  I had the PCs roll to get a random stone.

Thursday, December 1, 2011

The Order of the Prince's Shield

As far as I can tell, for me, playing Dungeons and Dragons has the following rewards (in no particular order):
  1. Spending time with people you like.
  2. Story rewards, allowing me, the player, to tell about the cool things my characters have done
  3. Gaining XP, allowing your character to get new cool abilities
  4. Getting magic items, allowing your character to have new cool stuff
I have a hard time maintaining interest in a game if all four of these are not being met.  I suck and maintaining commitment to Play-by-Post games because of a lack of #1.  I have never had a game where I felt like #2 wasn't trying to be met by the DM, though I have had other players make telling the kind of story I wanted told difficult by going in a very different direction or bringing a very different tone to the table.  Generally, I like #3 to move along quickly, but being able to build out my characters to future levels easily with the character builder satisfies much of that craving.  That said, even in earlier editions, I had notebooks full of potential builds, feat selections, and skill allocations.  That brings me to my love/hate experience with #4.  

Magic items are neat, and some of the neatest magic items are too neat to put in the hands of players at a low level.  Ancestral weapons or other career-defining items are cool for heroes to have, but characters can very easily outgrow them, leaving them in the awkward position of saying, "Yes, this is my ancestral blade, but that is a +3 flaming greatsword...I'll put my blade away somewhere safe now so it can be handed down to my son when he's a level 1 adventurer."  Beyond that, the math that new magic items give a PC is important, and having bigger numbers is just plain FUN.  Story purists might argue, but for me, as much as I like story, I want to play a bad-ass as well.  Gear is a part of that.

My friend and first DM, Harbinger of Doom, tried to solve this problem in the first long term D&D campaign I ever played in.  One of the characters was a blacksmith-turned-cleric who had crafted his very own greatsword.  As he leveled up, HoD gave him some opportunities to test himself and strengthen the ties he had with his sword, causing his sword to gain magical properties.  Eventually, the Cleric took "Craft Magic Arms and Armor."  That helped.  Later down the road, my PC, a Fighter/Wizard focused in counter-magic, found an intelligent magic falchion and I had some say in giving it magic capabilities when I performed a ceremony of naming, giving it a name.  

In 4th edition, the Transfer Enchantment ritual from Adventurer's Vault solves some of this problem, letting you transfer away old enchantments from your blade, and transferring in new enchantments from other items. And while I love the original DMG principal that all magic items should be cool items that your party will want to use and approach my DMing with both wish lists and the parcel system in its entirety, I find giving the PC who is going to want the flaming greataxe +1-+6 a new slightly stronger flaming weapon, much less flaming greataxe, a little strange.  The following is my partial solution to the matter of D&D and Magic Items:

At the end of my PC's first adventure, I gifted each of them with a medal called the "Order of the Prince's Shield."  It takes up no item slot and can't reasonably be sold.  In-game, the PCs were told that this medal collected ambient residuum given off from the magical nature of the cosmos, strongest where spell effects take place, and uses it to spontaneously strengthen existing magic item enchantments.  AKA: it lets me increase the +2 greataxe into a +3 greataxe instead of giving out the upgrade as treasure.  This means a PC who really likes the magic sword they found at level 3 can keep that sword his entire adventuring career.  It will keep growing stronger.  I account for these increases in power as a treasure parcel, and it encourages me to describe each and every magic item I hand out with interesting details, making magic items magical again and a true part of the characters,


Tuesday, November 15, 2011

The War Regalia of Galifar

I mentioned last week that my favorite part of Chapter 3 of The Forge of War was the idea of the War Regalia of Galifar.  This is my redesign of this item for my campaign:

Greaves of Aundair (heroic tier)               Level 12
These armored plates fit perfectly over your shins, fastening in the back with black leather straps.  Each one is ornamented with the regal silhouette of a dragonhawk.
Lvl 12                         13,000 gp
Item Set: War Regalia of Galifar
Item Slot: Feet
Property: You gain a +1 item bonus to speed. 
Power (Encounter): Free.  You take a move action.  After you complete this action, you are dazed until the end of your next turn.

Breastplate of Thrane +3               Level 13
This breastplate is decorated with an elaborate boar’s head hotif.  The workmanship is exceptionally fine, and there are inlaid tracings of silver around the edges of the armor.
Level 13
Item Set: War Regalia of Galifar
Armor: Chain, Scale, Plate
Enhancement: +3 AC
Property: +2 item bonus to Will defense (+3 when combined with with +5 or +6 armor)
Power (Daily): Immediate Interrupt.  Trigger: You are affected by an effect with the charm, illusion, sleep, or fear keyword.  Make a saving throw to negate this effect.
Special: This breastplate does not constitute magical armor on its own.  Instead, it must be combined with a suit of magic chain, scale, or plate with at least a +3 enhancement bonus and no other properties.

Mantle of Breland +3               Level 14
This heavy cloak is made of bulky brown fur, thickest at the shoulders.  When you wear it, you look stronger, broader, and somehow fiercer.
Level 14     +3                    Level 24     +5
Level 19     +4                    Level 29     +6
Item Set: War Regalia of Galifar
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Power (Encounter): Standard Action.  You gain 20 temporary hit points.  (You gain 30 temporary hit points at level 24 and 29).

Scepter of Karrnath +3               Level 15
This scepter is made of polished densewood and inlaid with gleaming mithral.  The fearsome visage of a howling wolf is etched into the black wood.
Level 15     +3                    Level 25     +5
Level 20     +4                    Level 30     +6                       
Item Set: War Regalia of Galifar
Weapon: War Scepter
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage per plus and knock the target prone.
Property: This scepter can function as an of implement of any type for an heir of the Wynarn line.
Property: An heir of the Wynarn line is proficient with this weapon.
Power (At-Will • Fear): Free Action.  Whenever an enemy is hit with any basic attack made with the Scepter of Karrnath, that enemy grants combat advantage to all of your allies until the beginning of its next turn.  Another free action ends this effect.
War Scepter
     Damage: 1d8                         Proficient: +3
     Properties:                             Group: Mace
          Versatile, Brutal 2
     
Crown of Cyre               Level 16
This fine war helmet incorporates a golden crown formed of overlapping plates resembling the scales of a gold dragon.  No gemstones are set into it, but its beauty is striking nonetheless.
Level 16                             Level 26
Item Set: War Regalia of Galifar
Item Slot: Head
Power (Daily): Minor Action.  You and all allies that can see you gain a +2 item bonus to melee damage rolls until the end of your next turn.  Sustain: Minor. (This bonus is +4 at level 26)
Power (Daily): Minor Action.  You and all allies that can see you gain a +2 item bonus on Charisma Skill checks until the end of your next turn.  Sustain: Minor. (This bonus is +4 at level 26)
Power (Daily): Minor Action.  If you or an ally that can see you is bloodied, you gain regeneration equal to the number of War Regalia of Galifar you wield.  This regeneration lasts until the end of your next turn.  Sustain: Minor.

War Regalia of Galifar Benefits
Pieces              Benefit
2                    You gain the Word of Galifar Encounter Power
5                    When an opponent scores a critical hit against you, make a saving throw  
                   with a bonus equal to the number of items from this set you wield.  If you succeed, the critical hit is instead a normal hit.

Word of Galifar
Encounter * Healing
Minor Action     Close burst 10 (15 if you have 5 of the War Regalia of Galifar)
Target: One ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points per item from the War Regalia of Galifar that you wield.

     I originally tried to just port over the original items, but that didn't really work to my satisfaction.  I wanted a set of items that pretty much anyone would be pleased with over most of their career, that, at the very least, would remain useful, and would represent the majesty and power of unified Galifar.
     The Breastplate of Thrane presented a challenge because I didn't want there to be lots of different pieces of Galifar Regalia running around: just one of each, which would grow more powerful by the heroic deeds of the wearer (aka, their items would level up when I decided the higher level item was appropriate).  With the way 4ed handles higher-level armors, with changing materials and such, I either needed the Breastplae of Thrane to permanently be better than it should be by having the built-in higher base AC than a +3 armor should have, go the other route and make the base AC stay equal to +3 armor, or find another option.  I decided to make the Breastplate an "add-on" to existing armor.
     The Scepter was another tricky weapon.  I wanted it to be good for anyone to use, weapon or implement user, but all maces were pretty lame simple weapons.  I decided to make a balanced "superior" weapon that anyone (short of a ranged weapon or reach weapon specialist) would be willing to use without losing lots of power.
     I decided that a king should, ultimately, be a leader, so I felt that giving the king of Galifar an encounter power that copies the signature Leader ability would be appropriate.  It is my experience that the leader won't see this as the king stepping on his toes, as the party always welcomes more healing.  

Friday, November 11, 2011

Getting Crafty Part 3: It's Magic!


What about magic items?
What about them? Just kidding, they are an integral part of what makes Dungeons and Dragons Dungeons and Dragons t many people. They'd work the same way, more or less.

  • "Enchant Magic Item" would be a ritual that would require a skill challenge to complete. The DCs and Complexity would be set with how many enchantments and of which type you are trying to magically imbue into the item.  
  • Special reagents, much like special materials in crafting, would work the same way, granting bonuses (or penalties) to checks in the challenge.
  • Failures would result in Cursed items. There would be lesser curses and greater curses.
  • This brings back the early edition ability to have multiple magic item enhancements on a single item. I have missed that a little bit.
  • All complexities and levels would be added to determine the DCs and number of successes, rather than added to any item's base.
I have started putting together a list of potential enchantments for weapons.  I am generating this list by going through the magic weapon list and thinking to myself, "Self, could this be done non-magically in a weapon?"  If the answer is no, I decide it should be magic-based, rather than craft-based.  Yes, you've read almost that exact paragraph before, but with a couple of words swapped.  Get over it.  


Here are three I have created so far:

  • Feature: Flaming Type: Weapon (Any Weapon)
Complexity +1 Key Skills: Arcana
Level +5
Benefit: This weapon gains the Flaming magic item power
Flaming (Daily Power)
You can will this weapon to burst into flame.
Free Action Target: The creature hit
Trigger: You hit a creature with this weapon.
Effect: You deal 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends.)
Lesser Curse (1 failure): The DM gains access to the Glowing Brightly curse
Glowing Brightly (Curse)
When it is least convenient, the flames of your weapon draw attention to you.
Free Action  
Trigger: You attempt a stealth check while carrying this weapon.
Effect: You fail the stealth check.
Greater Curse (2 failures): The DM gains access to the Uncontrolled Flame curse
Uncontrolled Flames (Curse)
The fires in your weapon do not distinguish between friend or foe.
Free Action
Trigger: An enemy saves against the ongoing damage dealt by this weapon while adjacent to one of your allies.
Effect: Your ally takes ongoing 5 fire damage (save ends.)  
  • Feature: Frost Type: Weapon (Any)
Complexity +1 Key Skills: Arcana
Level +3
Benefit: This weapon gains the Frost magic item power
Frost (Daily Power)
A thin layer of frost coats the business end of this weapon.
Free Action Target: The creature hit
Trigger: You hit a creature with this weapon.
Effect: You deal 1d8 cold damage, and the target is slowed until the end of your turn. Lesser Curse (1 failure): The DM gains access to the Icy Grip curse
Icy Grip (Curse)
The grip of your weapon sometimes frosts over too.
Free Action
Trigger: You roll a 1 on an attack roll with this weapon. 
Effect: You drop your weapon.
Greater Curse (2 failures): The DM gains access to the Cold Feet curse
Cold Feet (Curse)
Wielding this weapon, you sometimes think you will never feel warm again.
Free Action
Trigger: You take cold damage 
Effect: You are slowed and dazed (save ends).
  • Feature: Lifedrinker Type: Weapon (Any Melee)
Complexity +1 Key Skills: Heal
Level +3
Benefit: This weapon gains the Lifedrinker magic item power
Life Drinker (Daily Power)
This weapon transfers an enemy's vitality to you.
Free Action
Trigger: You drop an enemy to 0 hit points or fewer with a melee attack made with this weapon.
Effect:  Gain 5 temporary hit points.
Lesser Curse (1 failure): The DM gains access to the Clinging to Life curse
Clinging to Life (Curse)
You never want to let go of the life you've stolen.
Free Action  
Trigger: You gain temporary hit points while you already have temporary hit points.
Effect:  When you take damage, you lose regular hit points before you lose any temporary hit points.
Greater Curse (2 failures): The DM gains access to the Overloaded curse
Overloaded (Curse)
It is hard to concentrate with the life of others coursing through your veins.
Free Action  
Trigger: You gain temporary hit points. 
Effect: You grant combat advantage to all enemies until you no longer have temporary hit points.


Sum-Up:  
So, a magic item imbuer could make a Flaming Weapon and only have to hit level 5 DCs 4 times, A life-drinking cold weapon for level 6 DCs, but it'd be complexity 2 (5 successes), or an amazing level 11 magic item at complexity 3, requiring 6 moderate successes and 2 difficult successes. You can put a lot on a weapon, but it get much harder as you go.


Other Thoughts:
The more I think through this system, the more I am inclined to scratch all powers from Non-magical crafting (minus flaws). I think rewriting my crafting rules to let you incorporate all sorts of cool passive bonuses into more and more advanced weapons (or setting detailed tasks to crafting existing weapons) would make it feel less like magic, and then anything that needs a power to activate would be magical. That would make them seem like two distinct complimentary systems, rather than the same system with an arbitrary magic/non-magic divide thrown down the center. I'm done tinkering with this for now, but I might revisit this concept at a future point.