| Neemesor |
These are great! I like magic items with slight downsides while not unduly punishing the PC for using them. If balanced well, the downsides force the player to think more tactically. Plus, magic items have more mystique, too. I'm also a proponent of having items progress with the PC, so all my homebrew items behave like relics.
Have you worked out a way to calculate Item Level and Price?
Thank for answering, and apologies for the late replay, I thought I could see the answers from my profile. The mystique was my main focus, as our intent as a party is to try and detach as much as possible from the rules and immerse in the story, although we're still using most of the ruleset (with the possibility of parole/rule of cool)
The possibility of having items progress with the PCs seemed to both further bolster the "magical" feeling of items (also potentially opening up countless chances for roleplay, as the players themselves might come up with rituals / try and use components they might find, such as dragon blood or similar materials harvested from powerful foes), and would give the players the chance of still using an item they liked, without having to "recycle" a now subpar "gadget". Come think of it, they might even sacrifice/break down one of these magic items to try and bolster another one they might be more interested in!
So I was thinking that there would be no need to calculate level and price, should they want to sell (and even find a buyer) I'd use the existing items as guidelines. Since I'm coming up with their loot,
they would in any case be getting what's adequate for their level, or at the very least not overpowered (hopefully, once more I reserved myself the possibility of nerfs, should we see that an item I created is breaking the game)
So what do you think about the balance overall? Do you think I'm going overboard? Especially in your own gaming experience. And about my "rework" of the "uses per day system" (I.E. one use with a 5% chance of nasty things happening, and then highly increasing, for an item I was assuming would be balanced having one use per day) I'd love to hear your thoughts on that, especially.
If you are worried about your cloak overtaking apex items, you could consider making it have a caveat. If you wear the cloak for more than half a day together primarily, and have it attuned. (not just on here and there) If at least one other attribute has a higher bonus than your dexterity, the cloak boosts your Dex bonus by +1 and reduces your Con bonus by 1.
This simple requirement, that it not be one of your highest ability scores insures that it cannot 'replace' an apex item, which are probably almost always used to boost your most important stat, which is already probably your highest. The other half, is that when that kicks in, it also gives you a negative impact as well.
If you stop attuning the cloak, and down wear it at all for a day, the effects go away and you start over. Needing to attune it for a day first, before the attribute effect kicks in.
You could also have a magic item that boosts your effective level for the purposes of ABP calculations. So that your first level character finds a magic sword, it boosts your ABP by a level. That means at first level the sword behaves as if it were +1 potency. At third level it behaves like you naturally have devastating attacks, getting an extra weapon die. With a weapon like that it grows with you, making it feel valuable, but not making it critical to you doing all your damage, just a bit of a boost in different ways as you advance.
For other meaningful options for items, there might be items which grant users a bonus use of a daily or focus ability once a day, or once an encounter. (or even once, if intended to be a consumable, such as a talisman)
Thanks for answering; I'm not too afraid of outclassing apex items per se, it's just that from a game design perspective I was considering the fact that an ability booster is only reserved for a level 17 item. For an indefinite bonus it would be a good idea to add a minimum time required wearing item before it activates, you are right. Or in case of ability boosting item, it is also interesting to maybe make it so it doesn't boost what is the character's "main" stat, thought it is necessary and interesting to find a "fluffy" explanation as to why the item works this way. The ABP boosting item sounds powerful, but it is a good idea to consider in the future!
Consumables are also available, and I provided/created some for my players, but I wasn't worried about them, as their "one-off" nature is a heavy balancing factor, although admittedly one could exaggerate even with consumables.
From a balance perspective, do you guys think that the examples so far provided wouldn't be game breaking, then?