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Creating Magic Items and Magic Resistance


Darkhope

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Greetings everyone, I'm new to forum and am a oldschool player so don't know 5th edition rules so bare with me. I'm just looking for input on how other gm's view certain things with the hero system. I've recently converted D&D characters to champions characters to spice up my game. Game is huge, 20 players all ranging from 25th level to 36th. I decided to make each 500 exp in D&D 1 champions point. So that puts my most powerful character at 881. This just so happens to be the Wizard. He is an item creation specialist. Has all the appropriate skills to physicaly craft the focus's, but how do/did you other gm's build in points the ability to enchant items. From what I see, it costs nothing in points. You just charge him time and money, build the desired magical item and hand it out for whoever to use. Now whoever uses the item has to pay points for I understand.

 

Like say he made a 3D6 HKA AP +1 magical sword. This is 90 active points. Has OAF -1, Str Min 15 -3/4. This will cost a player 33 points. ( I don't use independant -2 limitation cause I think its ludicrous for a player who plays every game to lose character points when an item gets destroyed, stolen, or sold off.)

 

What I'm asking is the act of enchanting the item with these abilities cost any points? Or is it like I think a non system ability that takes time and money.

 

EDIT: Woops I forgot to talk about Magic Resistance. SOme of the D&D characters have magic resistance. I was thinking this would be like Power defense but it doesn't quite fit the full genre. It would translate over as mental defense, power defense, resistant defences, and various other special effects. Was wondering how other GM's looked at Magic Resistance.

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Re: Creating Magic Items and Magic Resistance

 

There are several schools of thought about how to create magic items. The first school says that some mage somewhere used his own experience points to create the item which the character comes into possession of during the course of adventuring. The second school has a mage using various transformation attacks to create the items in question [transform sword into vorpal swords]. The third school involves creating "create" spells and is covered in the 5E Fantasy Hero. Since in most Fantasy Hero games players are not required to pay points for the items I always just used the first method.

 

For damage resistance I just allowed a character to purchase damage reduction [25/50/75] usable against a special effect rather than a defense class. So someone with 25% Magic Resistance would deduct 25% for all attacks directed at the character whether pd, ed, md, pwd, or nnd/avld-based.

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Re: Creating Magic Items and Magic Resistance

 

There's really no difference between spending XP in Hero to create a magic item and spending XP in D&D to create a magic item. You don't lose the points when/if you lose the item, you lose them when it's made and they're gone forever (but you got this nifty sword for a while though). Of course, I don't like the Independant Limitation either because I don't like the idea of being forced to spend XP for a want when Org the Barbarian Thug picks up a magic greatsword for free in the latest dragon's hoard.

 

Unlike D&D, Hero doesn't require special skills to create magic items. Just XP and a source of the item (be it a helpful mage who'll make if for you, or yourself if you are a mage). However, if you wanted to impliment a special rule, you could make the ability to create certain types of items require an Item Creation Talent. At best I'd have these worth 3-5 points, and it'll but up to the GM to determine who and when characters can buy them.

 

Another way to do it (which satisfies my trepidation concerning the XP cost and limits when items can be created), is to say that the creation of a magic item of any kind requires specific materials the mage must obtain. These materials have XP stored in them, which are used to create the item. The overall power of the item is determined by the amount of XP available (of course, the mage can always increase the power by adding some of his own if he wishes). The magic item is created just like any other, complete with the Independant Limitation, and the XP of the materials goes towards the Real Cost of the item.

 

At this point, it's completely up to the GM to decide when and where the chracter find such items, or even what types of items the XP are stored in (I use gems to store them, and a special Talent, such as those above, is required to unlock them to make a magic item).

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Re: Creating Magic Items and Magic Resistance

 

Oh, yeah, Magic Resistance! I guess I had a brain fart too. :)

 

You can do this simply with Damage Reduction and saying that it applies to Magic. Any magical effect would be reduce by that percentage after defenses, so I'll cover all possible damage types.

 

Another way is to buy Armor, Power Defense, Mental Defense, etc with the Limitation "Only Versus Magic" with a value appropriate to your campaign.

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