In an upcoming Dungeons & Dragons Forth Edition campaign, I have decided that I don’t want to be bothered with giving out standard magical items. Items like +1 longswords and +2 suits of platemail. I want the magic items that I award to be special, not just an expected result of the leveling up process. I want Excalibur, not +1 longsword.
The problem with this is that the mechanics of 4e expect the players to regularly receive magical items. Every five levels the player is expected to receive the next tier in magical items. +1 around level 5, +2 around level 10 … +6 around level 30. This type of equipment grind works in a computer game, but doesn’t really work in the episodic, fast-leveling campaign that I am planning.
In order to remove these “mundane” magical items, and still allow the player a fighting chance at surviving at higher levels, changes will have to be made. Making these changes will first require an understanding of just what exactly these magical items do for the player. I plan on dividing this subject up into two or three posts, this first one will discuss magical weapons.
There are two mechanical benefits from “mundane” magical items. First, they increase the characters chance to hit. Magical weapons do this by giving a bonus to the character’s Attack Bonus equal to the enhancement bonus of the weapon. The second benefit that magical weapons offer is an increase in the damage dealt.
Magical weapons provide bonus damage in two forms. Magical weapons add their enhancement bonus to any attacks made with the weapon. Additionally, when the character scores a critical hit the attack deals extra damage based upon the weapon. Most magical weapons have a critical hit die associated with them. Most commonly this is a d6. When the character make a critical attack they roll X dice of the specified type, where X is equal to the weapons enhancement bonus.
For example, a +5 longsword deals 5 extra damage on every attack made with the sword. When that sword lands a critical blow, it deals 5d6 extra damage.
Now that we understand how magical weapons benefit the character, what changes do we make to the system to balance out the removal of those magical weapons? I believe that balancing out the damage will be pretty easy, so I will be focusing on balancing out the attack bonus first.
Before we can make any changes I think we need to explore the interaction between player character Attack Bonuses and monster AC.
Monster AC increases each level. From a post on Enworld , we know that average monster AC is level + 14. This average should give us a good baseline to compare against, even though AC will fluctuate depending upon the monsters race, role and other factors.
Player character attack bonuses are a bit more complicated. There are many factors that go into determining a characters attack bonus. Each weapon has is proficiency bonus, along with any enhancement bonus that is may grant due to its magical nature. Player characters ability scores directly affect their attack bonus, and abilities increase as the character’s level increases. Additionally, one half the character’s level is added to the attack bonus. Finally, there are feats that can increase the character’s attack bonus. The most common feat to do so is likely to be the new Weapon Expertise from Player’s Handbook 2. This feat gives +1 to the character’s attack bonus; it then scales up at levels 15 and 25.
To see how all of these factors work together see the chart below. For this chart I am using a player character that starts with an 18 in their primary attack ability. The character will be taking the Weapon Expertise feat, and will be following an epic destiny that increases their stats at level 21. Magic Weapons are being awarded at levels 3, 7, 13, 17, 23, 27 to help even out the chart.
| Player Character’s Attack Bonus | |||||||||
| Level | Level Bonus |
Ability Bonus |
Weapon Proficiency |
Magic Weapon |
Feat | TOTAL | Monster AC |
Difference | |
| 1 | 0 | 4 | 3 | 0 | 0 | 7 | 15 | 8 | |
| 2 | 1 | 4 | 3 | 0 | 0 | 8 | 16 | 8 | |
| 3 | 1 | 4 | 3 | 1 | 0 | 9 | 17 | 8 | |
| 4 | 2 | 4 | 3 | 1 | 0 | 10 | 18 | 8 | |
| 5 | 2 | 4 | 3 | 1 | 0 | 10 | 19 | 9 | |
| 6 | 3 | 4 | 3 | 1 | 1 | 12 | 20 | 8 | |
| 7 | 3 | 4 | 3 | 2 | 1 | 13 | 21 | 8 | |
| 8 | 4 | 5 | 3 | 2 | 1 | 15 | 22 | 7 | |
| 9 | 4 | 5 | 3 | 2 | 1 | 15 | 23 | 8 | |
| 10 | 5 | 5 | 3 | 2 | 1 | 16 | 24 | 8 | |
| 11 | 5 | 5 | 3 | 2 | 1 | 16 | 25 | 9 | |
| 12 | 6 | 5 | 3 | 2 | 1 | 17 | 26 | 9 | |
| 13 | 6 | 5 | 3 | 3 | 1 | 18 | 27 | 9 | |
| 14 | 7 | 6 | 3 | 3 | 1 | 20 | 28 | 8 | |
| 15 | 7 | 6 | 3 | 3 | 2 | 21 | 29 | 8 | |
| 16 | 8 | 6 | 3 | 3 | 2 | 22 | 30 | 8 | |
| 17 | 8 | 6 | 3 | 4 | 2 | 23 | 31 | 8 | |
| 18 | 9 | 6 | 3 | 4 | 2 | 24 | 32 | 8 | |
| 19 | 9 | 6 | 3 | 4 | 2 | 24 | 33 | 9 | |
| 20 | 10 | 6 | 3 | 4 | 2 | 25 | 34 | 9 | |
| 21 | 10 | 8 | 3 | 4 | 2 | 27 | 35 | 8 | |
| 22 | 11 | 8 | 3 | 4 | 2 | 28 | 36 | 8 | |
| 23 | 11 | 8 | 3 | 5 | 2 | 29 | 37 | 8 | |
| 24 | 12 | 8 | 3 | 5 | 2 | 30 | 38 | 8 | |
| 25 | 12 | 8 | 3 | 5 | 3 | 31 | 39 | 8 | |
| 26 | 13 | 8 | 3 | 5 | 3 | 32 | 40 | 8 | |
| 27 | 13 | 8 | 3 | 6 | 3 | 33 | 41 | 8 | |
| 28 | 14 | 9 | 3 | 6 | 3 | 35 | 42 | 7 | |
| 29 | 14 | 9 | 3 | 6 | 3 | 35 | 43 | 8 | |
| 30 | 15 | 9 | 3 | 6 | 3 | 36 | 44 | 8 | |
As we can see from the chart, the player characters attack bonus increases at pretty much every level. This balances out well with the increase in the monsters average AC.
Note that before the addition of the Weapon Expertise feat with PHB2 the character’s attack bonus would have fallen behind by 3 points at level 30. To me this indicates that the feat is just a band-aid on the system. A band-aid that works well, but one that I think we can do without. So in addition to removing “mundane” magical weapons from my campaign, I also intend to remove Weapon Expertise.
Now if I take the total attack bonus that magical weapons can grant (+6) and add the attack bonus from Weapon Expertise at level 30 (+3), I determine that any changes to the system will need to balance out a total of +9 to attack bonus across 30 levels.
To make this easy on the players, allowing them to use the Character Builder without modification, I have decided to handle the alterations on the DM side. This means that I will be decreasing the AC of the monsters as the players level up.
Dividing the 30 levels by the +9 attack bonus, we get 3.33. To make the math easier, I’ll just use 3. So every 3 levels, I will decrease the AC of the monsters by 1.
So for a level 10 monster, I will be decreasing its AC by 3. In fact, I will be decreasing all of its defenses by this amount. While I have not included a detailed study of non-AC defenses they follow the same pattern.
Returning to the topic of damage, I plan to mostly ignore the bonus damage that magic weapons add to each swing with a weapon. I will likely end up doing something in regards to hit points or damage to speed up combat, but that would be a future post.
Bonus damage on critical hits is a different matter. I have a harder time just throwing this damage out the window. There is a fairly simple solution for this however. I’ll simple give all weapons the ability to deal bonus damage on a critical hit determined by the level of the character. Bonus damage will be in the form of the default d6. Critical hits will deal 1d6 bonus damage for every 5 character levels. (Level / 5 rounded down)
The magical weapons that I do hand out, Artifact type items, may increase the size of the critical hit die. For example, Excalibur may deal Xd12 damage when a critical hit lands.
To achieve my goal of removing “mundane” magical items from Dungeons & Dragons Forth Edition I will be making two changes to the game. First, I will subtract 1 from every creatures AC for each 3 levels. (Level / 3 rounded down) Secondly, I will make all weapons deal bonus damage on a critical hit, 1d6 damage for every 5 levels. (Level / 5 rounded down)
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Tags: 4e, Add new tag, DM Advice, DND, house rules, RPG, weapons
Why not keep “mundane” magic items and use Artifacts for Excalibur? ’cause your post reads to me like “Magic is pervasive and I want it to be special.” which says you just need to recolor mundane magic as “better quality” or something.
ETA: There are not just “two mechanical benefits”… another effect of magic items is that nearly all of them have a power, so they’re “worth” more than just another +1,+1,+1d6. By the time all the slots are filled that’s usually what, something like 1-3 properties, 1-2 encounter powers, 2-4 daily magic item powers? As a wild guess.
Basically, I don’t want to be forced to give out new magic weapons to my players every 5 levels. Note: I would have to be giving the armor and a neck slot item also.
The current plan for my campaign is to “speed” through the heroic tier, and possibly through the other tiers as well. Characters will be leveling up after each session, so that we can see the higher levels of play. (While the player list is not set yet, those most likely to play have all played several characters in the heroic tier already.)
I specifically didn’t mention magic weapon that have other effects that just the +X Magic Weapon. I want to be able to give my players cool magic items, I just don’t want the basic mechanics of the system assuming that I will.
I have no problem with magic being pervasive, I just don’t want to have to hand it out like candy. If I were going with the standard magic items, and using the XP rate that I plan to do I would have to hand out 3 magic items for each 5 sessions multiplied by the number of players I have. So, a 5 player party would average 3 magic items per session. And thats with giving them anything cool like rings, boots, gloves, potions, scrolls, etc.
I did consider just bumping up all of my players items to +X at the appropriate level, but I wanted to remove that overhead from my players. Because I knew that at least 1 person would forget to change their items over, or not really understand… and handling it all on the DM side is just easier.
As for Excalibur, yes it would be an Artifact.
To boil it all down, I simply want to remove the Enhancement bonus from the items. Perhaps I did not explain that properly above.
Re: simply remove Enhancement bonus from items
Gotcha! Remove that step where every player buys an “Amulet of Protection +1″ ’cause it’s the cheapest neck slot item and you can’t really afford to leave off your +s to defense, sounds like a good plan, *especially* for your leveling scheme. :)
And this will make e.g. Boots of Quickness (giving +1 to Reflex) feel far, far cooler.
Exactly. For some reason the words “Enhancement bonus” never came to mind while I was writing up the original post.
I have plans for a future article detailing how I plan to handle AC and the other defenses to compensate for the removal of those Enhancement bonuses. That is, as soon as I figure out how to handle AC.
I like.
I take it you’ll be planning to do much the same thing with heroes’ magical armour, as this is supposed to scale upward to match monsters’ attack bonuses too.
Watching this closely, munching popcorn.
Yes, I will be doing the same with armor as well. I’m still trying to out how I can make the armor scale properly though. Balancing the +6 from enhancement bonus is easy… but armor also gets “master-work bonuses” which are used to keep the heavier armor balanced correctly with light armor and stat bonus.