Wednesday, October 27, 2010

Multiple Weapon and Armor Enchantments in 4e pt. 2

There are several things that need to be considered when trying to make a homebrew rule like this. I guess because of the nature of what I am doing that things are going to get broken a bit, but unbreaking them is something that will just have to come on a case by case basis.

When it comes to armor and weapons you are looking at several things that need to be balanced. The most important element in my mind has got to be the cost - this will either make items totally unaccessible or game breakingly powerful. GP cost is the great balancing engine of 4e item management (unless we are talking essentials, and I am not).
Level - another very important element to consider for combining any two items or any three for that matter. Putting two properties of vastly different levels together could be very broken if not managed correctly.
Type - For both armor and weapons, if there are type restrictions for an enchantment, it is going to have to carry over to both enchantments.
Enhancement - where do the flat bonuses go?
Properties and Powers - Probably the reason you are going to be taking two or more different enhancements on the same weapon. They are going to need to be balanced in some way.

Well, these are the basic things I am taking into consideration for this homebrew rule of mine. Anybody think I missed something?


  1. The rules are there to help you, not restrict you. If you come up with an item that you know is balanced for a 10th level character, but the rules say its so expensive that no one should own it before they are 20th, then toss the rules; either make it a price a 10th can afford, or ignore its gp value when giving it as treasure.

  2. It is very true that the rules are there to help, not restrict you, but at this point there are no rules for combining weapon and armor enchantments. Actually, the rules may say that you can't do that. In fact I know they do. So, we are tossing those rules here and trying to make some new ones.

    The main reason I think a rule system for this is necessary is for the players side. I tend to never give out items as part of a dungeon or adventure and prefer to just stick to gold and let my players buy what they need or make it themselves, spending the money they brought with them. I also like putting the creative power in the players hands to make and use what they like rather than dropping something in their laps. Mostly this is because I think wish lists are too much of a pain in the but. I don't want to keep track of them. If the players want something they can keep track of it themselves.