
So, here's the idea.
As in 4E, character levels are divided into tiers. Rather than Heroic/Paragon/Epic, I'm going with Basic/Advanced/Legendary. It includes a nice throwback to previous editions of D&D and their tiers, it avoids the awkwardness of "Paragon" (a word I like, but not exactly in common coin... I feel like after they decided to establish tier 1 characters as Big Darn Heroes, they looked up "hero" in the thesaurus), and best of all, they're all adjectives that work for other things as well as they do for the PCs. Basic Quests, Advanced Items, Legendary Monsters... Basic Monsters, Advanced Quests, Legendary Quests.
As you might have gleaned from that last bit: magic items are also divided into the same tiers.
The "enhancement bonus" (the vanilla magical plus) is tied directly to the tier of the item. You're never going to find a basic magic sword that's not a +1 sword, or a legendary magic armor that's not a +3 armor.
But all the enhancement bonus determines how much better this magical object is at being itself than a non-magical one. A +3 sword has a 3 point advantage over other swords at being a sword (hit and damage).
Because it's tied to tier, we'll just call that the tier bonus.
Separate from the tier bonus, a magic item also has an Enchantment Level (EL). When you've got a bog standard magic sword +1, it's EL 0. As soon as you've got a flaming magic sword +1, you're dealing with EL 1 or higher. The highest possible EL is 6.
The EL determines how strong the extra magical effect on the item is. For a flaming magic sword, it determines the amount of the fire damage it inflicts. For leprechaun shoes, they determine how far you can teleport with a step. And so on. The magic item's description spells out what it actually does.
EL is completely separate from tier. You can have a tier 1 magic item with EL 5, and a tier 3 magic item with EL 1. Or even EL 0. But higher tier items, their EL is on a different scale, of a different magnitude. This affects how you can use them.
How it works is this: the maximum total EL you can be using at once is equal to your character's level, and EL 0 items count as 0.5 for this purpose. The maximum individual EL of a single item you can use is equal to 1 plus your character's Level Bonus (level divided by 6, rounded down). So at level 1, you can only use at most two EL 0 or one EL 1 item. At level 6, you could be using up to 3 EL 2 items, or 6 EL 1 ones, or some mixture of EL 0 to 2.
As a sidenote, characters of these levels probably wouldn't be at their operating limit very often, these are just examples. As another example, at level 30 a character could be using five EL 6 items, which is pretty much where I started and worked backwards from.
But back to the low level characters. What happens if you get a higher tier magic item when you're still a basic hero?
Well, first, you multiply the EL. Advanced tier counts double and legendary tier counts triple, until you hit advanced tier, where advanced becomes normal and legendary goes down to double.The bare bones magic sword +3 counts as EL 1.5 for purposes of your limit, so you can't use it at all until level 2. And legendary items of any complexity (high EL) are going to be well beyond you for a while.
Then we get into the complications. Most higher tier items are more complicated than low tier ones. A flaming sword? It does some extra damage, fire type. Shoes that let you teleport short distances? Useful, but simple.
So what happens when you get a more complicated item? Well, let's consider that Bow of Seeking I was talking about earlier in the day.
Imagine that's an advanced item, and there's a line at the end of its description that reads:
"*Basic Tier: If you miss with an attack using this weapon, re-roll the attack with no bonuses, but yourself as the target."
Oops! That's what happens when you use magic you're not ready for.
Let's consider another magic item, the Lesser Ring of the Wraith Queen.
LESSER RING OF THE WRAITH QUEEN (Advanced Magic Ring)
+2 to Stealth (Note: This is the +2 it gets for being a second tier item. Rings improve one attribute.)
Effect: You can see invisible undead within a distance equal to 3 times the ring's EL. Additionally, you can add the EL as a bonus to hit incorporeal undead, which takes full (not half) damage from your physical attacks.
LIFE POINT (Action): You become invisible until the end of your next turn.
*Basic Tier: Any time you do not renew the invisibility this ring provides, you must make a Willpower roll with a difficulty of 10, plus the amount of Life you have lost. If you fail, you lose another point of Life and remain invisible until the end of your next turn. This is automatic and does not require an action. If you lose your last point of Life to the ring, you die and a wraith appears in your square. You cannot be resurrected until the wraith is destroyed, though since the wraith shares a true name with you, it can easily be summoned by anyone who knew you.
*Legendary Tier: You can spend Vigor in place of a Life Point when using this ring's ability.
As a word of explanation: Vigor is like healing surges, though slightly cheaper. Life can be used in place of Vigor, but it's also lost when you're unconscious/dying... and pretty much irreplaceable, mid-adventure. The average character has around 10 points of it at level 1, and would have around 12 early on in the advanced tier, but you *don't* want to spend more than a point or two of it, because that impacts your ability to survive when you're down.
So we have a ring that if you find before level 11, it's a ghost-hunting ring with a potentially tempting power that can literally suck the life out of you. If you find it during or after level 11, it has the same useful power with a high cost, but it's under your control. If you keep it until level 21, you can overcome the ring's most draining limitation.
You can see a common thread between the Bow of Seeking and the Wraith-Ring: if you use them before you're ready for them, they act like interesting interpretations of cursed items. Cursed items were one of the things that got excised completely in 4E, and then put back in late in the edition's life cycle in a pretty drastically altered form. Here, a cursed item becomes an item that you don't understand the proper use of. It might be literally cursed (like the Wraith-Ring) but more powerful characters could overcome it, or it might be a feature you don't quite have the hang of (the Seeking Bow).
And while both of these items are more interesting than what 4E would come up with in their place, they still roughly fit into the same kind of design ethos that 4E employed... which is really what the Adventure Song project is about.
Anyway, a few words real quick about the enchantment system. I mentioned it's going to be tied to Great Deed Points, which I'm just going to call Deed Points. The name has two meanings, since you get them for your great deeds (abstracted into leveling up) and you use them for great deeds.
Creating enchanted items in Adventure Song is indeed a great deed. There's no enchantment industry. Making multiple powerful magical items is something only the greatest figures of legend can accomplish. A wizard in employ of a great king might toil for years to present him with a basic magic sword (sword +1).
The way it works is this: at each level, you get Deed Points equal to your level. So you start with 1, and by the time you finish the basic tier, you've racked up 55 of them.
Creating a basic magic item requires 5 DP. That gives you your sword +1, your ring +1, your armor +1. I'm considering ranking the items by usefulness of magical versions, as magical armor in particular might end up having a disproportionate impact because of how armor works (the system's built around the assumption that there are only 3 or 4 possible values it can give), but for now, we'll just say they're all 5 DP.
Turning that basic item into an EL 1 item costs another 5 DP. For a wizard to conjure up a basic flaming sword, it's 10 DP. (If you're counting along at home, this means that a level 4 character can manage this task, once.)
To enhance your flaming sword--to get each EL beyond the first one--you pay DP equal to the next EL. So a flaming sword with two levels of flaminess costs a total of 12 DP. Three levels of flaminess costs 15 DP, total. Four levels of flaminess costs 19. Five levels costs 24. Your sword of maximum flaminess costs a total of 30 DP, which is more than half the DP you'll accumulate fighting your way out of the basic tier... though it starts to look like chump change later on, and since you can't even use a six-levels-of-flaminess sword until level 30 (which you get 30 DP for reaching), the average character's going to have plenty of DP to pay for their magic items.
Higher tier items cost more. Double the costs involved for advanced, triple for legendary.
For enchantments that have a clear tier system of their own (flaming to fiery burst, to borrow from D&D canon), you can convert them upwards. Fiery burst would be the advanced version of flaming, so if you've got 15 points invested in a flaming bow, you could spend 15 more points to turn it into the same EL fiery burst bow.
Now, you might be thinking that even with the limitations on item use, the party's poor wizard is going to be using all their DP for the fighter's flaming weapons and armor of infinite asskicking while the fighter is spending DP on I don't know, cohorts or something. Well, I'm eleventy percent sure that the wizard will have a class feature and/or feat equivalent that gives them extra DP every level just for magic items, and everybody will be able to spend their own DP on their own items. The enchantment spells require that the DP come from participants in the ritual, not specifically the caster, and further, since they are DEED points, I'm shamelessly running with the idea 4E advanced that great deeds can spontaneously turn a mundane but sentimentally valuable weapon into a magical one.
None of this covers anything like gold cost for enchanting, which I think there will be... it just won't be the major balancing factor in the system. In particular, I think that you'll need to have a formula for a specific enchantment. So, anyone with the enchantment spell can put together a magic sword, but in addition to the 5 DP cost to make it flaming, you'd need to find that formula. The simplest enchantments in every tier would be widespread (as far as magical learning goes, but wizards know where to find it) but relatively cheap. The more complicated ones, expensive or priceless (i.e., quest worthy).
Having devised a proxy for the One Ring, I'm not sure whether to put things like that into the "priceless" or "common wizardly knowledge" category. I'm kind of leaning towards the latter, with the idea that the Wraith Queen spread the method of its creation far and wide, in order that it would tempt more mortals and ensnare more souls.
Or to put it another way: it's forbidden knowledge, not secret knowledge... if it were secret, it wouldn't need to be forbidden.