Quote:
Originally Posted by KevinJ
Technically, the "Rule of Five" determines how power an item a player can make and helps to create a form of balance. But nothing says that an item made by a god or in the ancient past when magic worked differently can't break that rule.
I have a couple of game worlds where a magic has been restricted after a historic event. In each there still exist items from the time when magic was 'more powerful' than it is in the current campaign. While not 'artifacts' in the D&D theme or in the Cidri vein, they are still considered magical artefacts because no one can make them any more.
Has anyone else done this and how did it work out for you?
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Yes, we ran a year-long campaign where the characters searched for interlocking bands foretold in prophecy that, when combined together, provided (I think) a plus to DX (or maybe ST?) that went higher than +5, something like this: +1, +2, +4, +8. They were unique items and the subject of a quest. I think after they got the final band, there was a huge boss battle (or there was supposed to be) but I'm hazy on that part. I also can't remember whether we even finished the campaign or what happened (or was supposed to happen) to the bands afterwards.
I'm pretty sure the character at least got the part that raised the attribute by more than 5. Only one of the characters became the "hero" of the story, wore the item, and got the advantage but none of the other players were jealous, we all just had fun with it.
I don't remember how the selection happened or whether it was made by the story or by the characters.