Crafting Procedure
The number of items a player can craft or add to a set is equal to the player's tier of play. You must use at least two items to start a set - there are no sets of only one item.
The effects of item sets are separate from the individual item's mechanics, though they can affect the items when in use. When referring to the mechanical effects of sets, they will be called 'set effects'.
The number of set effects an item set has is one less than the number of items in a set. A set of two items would, therefore, have 1 set effect.
When determining what rarity is applied to a set effect, it defaults to the average rarity between the items in the set, but it can be manipulated further just like normal magic crafting. A nonmagical item is treated as Common, as being added to a set would make it a common magic item, since it has no magic effect itself and is made magical by association with the set.
For example:
- Two items at Major Rare is an average of Major Rare
- An item at Major Rare and an item at Common will average to Major Uncommon
- An item at Major rare and two items at Major Uncommon will average to Minor Rare
Crafting materials can be put into open slots when crafting or upgrading a set, and they can affect set effect rarity. Every crafted item set starts with open slots.
The tangible use of crafting materials is not the same as with magic items; a base material does not represent what the item set is physically made from. Instead, all materials used (except for Special Crafters obviously), are treated like Enchantments in that the magic in the materials is absorbed - their physical forms are inconsequential.
Upgrading Procedure
Upgrading a set is different from upgrading an item. You cannot upgrade a set just to add new crafting materials to open slots, you can only upgrade a set by adding a new item to it. Items cannot be in multiple sets; once it's added to a set, it cannot be in any other set. Items cannot be removed from a set once added.
Set Effects Explained Further
When an item set is crafted or upgraded by the player, its set effects from those iterations are thereafter locked. The individual items are not locked, they can still be upgraded as normal. Set effects cannot be upgraded or changed like normal magic items, as the only upgrade that applies to item sets are for adding new items to the set - meaning new effects.
When determining the mechanics of set effects, it is similar to magic items; the players will write the abilities they're looking for which will be considered with all the relevant factors. The standard set effect should be a mix of the mechanical themes of the individual items, the player's desires, and then the crafting materials used, in that order.
Example: A player puts in two weapons, one deals 1d4 fire damage while the other deals 1d4 cold damage, and wants the set effect to be, "The weapons share their extra 1d4 fire and 1d4 cold with each other," essentially making both weapons deal an extra 2d4 damage than 1d4. The player's suggestion is pretty straight forward - just more damage - but there is room to do something more interesting. Especially for something special like an item set, the rule of cool is more prevalent. A player can only have one Attunement Array at a time, so the idea is that it should be something compelling, and should elicit more creative effort than if making a normal magic item.
Cost
Since crafting a set is similar to standard items, then they are priced similarly as well. Whatever rarity the set effect is, the cost of crafting it for the player is the average for that rarity. For example, the value of Minor Rare is 1,000 gp - 1,500 gp, so the average would then be 1,250 gp.
Attunement
All items in an item set gain the Attunement Array type, but this does not change any other attunement types on the individual items. Players must still be fulfilled to attune to those individual items.
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