Following on from my discussion of how (mechanically speaking) I might be inclined to handle item crafting, I thought I'd quickly discuss power sources. I always felt that these were one of the better ideas from 4e (along with class and, especially, monster roles), and I'm inclined to think they should be applied to items as well. And, as with class power sources, I'm inclined to think an items power source should be mostly irrelevant - what something does is more important than how it does it. However, sometimes it matters, especially when dealing with dead-magic zones and the like.
Anyway, I'm leaning towards the following power sources:
- Intrinsic: This would be the same power source that Fighters, Rogues and other non-magical characters use (that is, what 4e called "Martial"). In terms of items, it mostly represents items that are better by virtue of their construction - dwarven plate that is simply better-made, mithral shirts that are constructed of sterner stuff, and that sort of thing. Items with an intrinsic power source are not strictly magical, and as such are not affected by anti-magic or the like (but whether intrinsically-powered weapons can affect creatures that require magic items to hit is debatable!).
- Mechanical: These are items powered by clockwork, numerology, alchemy, and other pseudo-sciences in the setting. This would also include things like gunpowder weapons. (But these are not necessarily real-world devices, or indeed anything that could exist at all - hence pseudo-sciences.) As with intrinsically-powered items, mechanical ones are not strictly magical.
- Arcane: The widest-ranging category, these are the classic 'magic items' - anything that is powered by arcane magic, rather than that derived from the gods, the elements, or pseudo-science. This includes the classic scrying pool, the flying carpet, and the like.
- Divine: Anything powered by the gods comes here. The holy avenger is probably the classic item of this kind. Divine items are usually dedicated to a specific god, and heavily marked by divine sigils and marks.
- Primal: Items derived from nature, including planar and elemental magics.
- Psionic: Probably the rarest of items, psionic items generally serve to focus or direct the user's own power. Psionic items mostly have a crystal basis or are made of jade, as both these seem to have an affinity with the power source.
- Composite: It is fairly rare, though not unheard-of for items to combine two power sources (but no more than two). This allows for the combination of effects that wouldn't normally come together into a single item. However, there is a catch: items with a composite power source can only draw on one source at a time, meaning that if the arcane effects are in use, the intrinsic qualities are unavailable.
(Not coincidentally, the power-sources I envisage for character classes are much the same - Intrinsic, Arcane, Divine, Primal, Psionic, and Artifice.)
Of course, all that's largely irrelevant, since I doubt I would ever do anything with it. Still, it's fun to noodle around ideas sometimes.
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