The Year of Blue Fire: Gearing Up
by , 12-13-2010 at 01:52 PM (2553 Views)
So, our first game for the Year of Blue Fire campaign is coming up this Friday. I’ve got the basic concept together for the first adventure, but I still need to sit down and stat out potential encounters and spend some time jotting down key locations and information. I usually work well under pressure and it is a first level game, so I’m not too worried about it.
I’ve decided to try out logging the campaign on Obsidian Portal. I created a campaign there last night. So far, I’ve only put in the campaign background which I blogged here a couple of weeks ago and I started a house rules section, but I’ll be adding more as we move forward with the campaign. Actually though, I’m curious what you all think about this experimental house rule I’m going to try out.
The problem that I am trying to solve with this rule is twofold. One, I really don’t like the grind of constantly acquiring and discarding magic items. I would rather give out fewer but more interesting magic items. I was using the optional inherent bonus rule in my planar game, but I decided I really wasn’t satisfied with that. For one, it led to the players (wisely) acquiring/creating a barrage of lowly +1 magic items and taking advantage of the fact that the +1 item would still operate like a +3 in their paragon-level hands. This was completely the opposite effect that I was looking for. The last thing I wanted to happen was for the PCs to turn into walking bags of magical equipment. By mixing the inherent bonus system with the concept of items that level with you, I am hoping I will end up with a happy medium.Scaling Magic Items (Experimental)
“Common” Magic Weapons/Defensive Items: These magic items use the standard rules. For example, a +1 magical longsword grants a +1 enhancement bonus regardless of whether your character is level 1 or level 20. These, therefore, have a limited lifetime in which they are useful.
“Uncommon” and “Rare” Weapons/Defensive Items: Uncommon and rare magic items scale with your character, continuing to become more powerful as your character gains levels. Instead of having a static plus, these will be described as heroic, paragon or epic tier magic items and will have an effective enhancement bonus based on the tables below.
The second issue is really a math problem. I tend to want the players to have a better than average chance of hitting with their attacks. Waiting for 10 minutes for your turn to come up and then utterly missing with your attack isn’t all that fun. The base goal of the 4e engine is something like a 60% hit rate. By adding another +1 at paragon and +2 at epic tier, I’m ticking that hit chance up just a bit -- 5 to 10%. I may even take it a step further and make it a +1 at each tier, but I’m going to try it out at a little more conservative level to start out with.
Thoughts?









