Magic Item Sets
Design & Development
By Logan Bonner and Peter Schaefer
Logan: Back in 3rd Edition, magic item sets waited to make their debut until Magic Item Compendium. As one of the editors on that book, I was pretty familiar with that system and wanted to bring it forward to 4E largely unchanged. (And let me tell you, nothing gives you a sense of accomplishment like finishing a book with over 1,000 items, all in a new format, and the tables to go with them!) Since MIC was one of the latter 3.5 products, we were already bringing in concepts that would become the default in the new edition, and much of the design was done with the same mindset. You can see item levels, better-defined slots for items, and ways to combine stat boosters with other items so you didn't give up your cool trinkets just to get a better bonus. Magic items sets as they appeared there were pretty simple: the more items you collect, the more benefits you can use. And now it's pretty much the same.
Peter: When the magic item sets from Adventurer's Vault 2 hit development, I found they were pretty simple. Each item set we received from design included a small collection of standard items that followed a specific theme or story, connected to a group of two or three set benefits.
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About the Author
Logan Bonner has worked on D&D Miniatures, Forgotten Realms Player's Guide, Adventurer's Vault, Player's Handbook 2, and Arcane Power in his time as a designer at Wizards of the Coast. He has designed both familiars and alchemy, encouraging people to be both social and anti-social.
Peter Schaefer retired from ruling a small European nation when Wizards of the Coast offered him real money to develop Dungeons & Dragons full time. Recent developments include Player's Handbook 2 and Arcane Power.