Quote:
Originally Posted by vitruvian
If purchased magic items are as common as all that, it's hard to see how that can be if the costs aren't somehow reduced. Who's buying them all?
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The way I saw Signature gear is that it isn't just stuff that you just happened to buy, there's usually a story behind how you got it ranging from "You inherited from [insert being name here]" to "You killed [insert being name here] and took it", all circumstances where the character didn't really pay for it. And, even if they did simply pay for, if it's signature gear, they've obviously used it a lot, to the point where the cost they paid is covered by crazy stuff they did before.
However, I can kinda see where you're getting at. If I'm going for a more magic item abundant setting, it really does make sense to drop the cost of enchantment by tweaking enchantment rules. Since I'm kind of going for an Eberron level of magic abundance, I'd probably do something like increase available assistants for Q&D enchantment and maybe allowing 2-3 energy points per day for S&S. Large abundance of small things like magic street lamps, while magic swords are more common but still sorta novel.
Quote:
Originally Posted by Crakkerjakk
My suggestion is to allow a whole bunch of modifiers for ritual casting. This lets you put more people into the ritual circle, which raises the level you can do Q&D enchantment at.
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What kind of modifiers would you suggest?