Legendary/Spontaneous Graded Items, Made Simpler

A-Z 2016 "L"

Last night I wrote about 2,400 words on legendary/spontaneous graded items. On my way in to work on the bus this morning, I realized I might have overthought things. As much as I like the ‘quest’ aspect of it, the entire thing can probably be simplified.

Spontaneous Graded Items, Simplified

A character may have signature items. As the character gains experience, each experience point can be applied to a signature item. When the signature item gains enough experience points to gain a level, it gains a grade and a quality may be added. The item must conform to the regular rules for graded items, with regard to maximum quality grade and all grades being assigned.

The item starts at ‘grade 0’, and gains ‘grade 1’ when enough experience has been assigned to make it second level (and grade 2 at third level, grade 3 at fourth level, etc.). The example from yesterday becomes much simpler:

XP AssignedItem GradeQuality AddedItem DescriptionNotes
00battleaxestart
2,0001durabledurable battleaxe
5,0002saving up for giantbane
9,0003giantbanedurable giantbane battleaxe
15,0004saving up for +1 bonus
23,0005+1 bonus+1 durable giantbane battleaxe
35,0006saving up for frost I
51,0007frost I+1 durable frost I giantbane battleaxe
75,0008saving up for frost II
105,0009frost II+1 durable frost II giantbane battleaxe
155,00010saving up for frost III
220,00011frost III+1 durable frost III giantbane battleaxe
315,00012saving up for +2 bonus
445,00013+2 bonus+2 durable frost III giantbane battleaxe

I think it would be reasonable to expect that the qualities added be appropriate to the activities taken in the meantime. Rather than tracking on an individual quest-oriented basis, simply rule at the time whether it’s appropriate. For instance, it only makes sense to add giantbane if the character has been facing giants regularly.

In the post-analysis in my previous post I found that the rules as I’d written at that point run into problems with the wealth by level guidelines. This change pushes the item grade down one (you can have a grade 13 spontaneous item at level 14), which helps:

LevelGradeItem ValueWealth By Level
1000
215001,000
322,0003,000
434,5006,000
548,00010,500
6512,50016,000
7618,00023,500
8722,50033,000
9832,00046,000
10940,50062,000
111050,00082,000
121160,500108,000
131272,000140,000
141384,500185,000
151498,000240,000
1615112,500315,000
1716128,000410,000
1817144,500530,000
1918162,000685,000
2019190,500880,000

This is roughly equivalent, approximately, to having a masterwork weapon at second level, a +1 weapon at third level, and growing a bit from there. The relationship is a bit odd at the lowest level because the percentage of wealth by level increases, but that’s a function of wealth by level, I think. This percentage starts to drop after sixth level.

You could split the experience up between several items. At eighth level you could afford a grade 7 item or three grade 4 items… given the choice between one item with grade 4, grade 2, and grade 1 qualities, and three items each with one grade 2 and two grade 1 qualities, I suspect most would prefer the single item. Allowing the experience points to be split probably isn’t a problem.

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