So, Fred and I had a discussion internally, and we're going to patch enchanted items. You all need to know for wizardy types, so I'm posting what the book's going to say here.
But, first, soapboxing, because that's how this works.
The RationaleAs we've been discussing persistent use items, it has become clear that the real awkward issue with implementation is the very idea of persistence - what does an "always on" X or Y mean, etc.
The issue is, as I said elsethread, there is no such thing as a perpetual motion machine for magical energy in the Dresden Files. Everything needs recharging or maintaining - mojo has to come from somewhere. We know that even on Harry's ensorcelled duster, the enchantments need to be maintained or recharged, because it mentions that in the books.
Originally, we thought of "always on" as a shorthand for this, assuming the maintenance stuff was between-session color. However, the real honest assessment of the setting is that everything runs out of mojo eventually.
Also, it's pretty clear that with some effects (namely Armor), cutting the effect shifts in half for persistence means you have to have a pretty high Lore to get items that are worth a damn. Especially in the case of the Warden Swords (which has been bothering me for a while, you know), it means that certain items just don't live up to their reputation from the books, which kinda sucks.
We concluded that the trade-off of allowing items to be more powerful less often was more setting-appropriate than being nerfed.
So we got cracking.
The PatchThere is no more such thing as an "always on" item.Item slots still work the same.
Default item strength is still equal to Lore + spec/focus bonuses, with one free use per session.
You can remove shifts from item strength to add directly to uses per session.
You can also add additional item slots to frequency, to give you an additional
two uses per session. The original extra slot benefits of +1 strength and new item still apply.
When you run out of uses per session,
you can take a 1-stress mental hit to give yourself another use of the spell effect, like you would if you were casting a spell of your own. This isn't always going to be a good trade-off, but it gives you options. Hence, any item could potentially function perpetually, if you're willing/able to keep paying the piper.
Other ThoughtsThis allows you, on any defensive item, to use
either the Armor or block benefit with one use and take the more advantageous effect. It also means that you can get a benefit on odd-numbered Lore scores, and make a defensive item even if you only have Average Lore that doesn't totally suck, because you no longer have to cut the shifts in half twice.
Before you worry about defensive items and frequency of use, consider this - you'd only lose one "use" of the effect whenever it needs to be triggered, not every time you defend. If you dodge an attack, that doesn't use up energy - it only applies if you get hit and the item is what blocks/absorbs the hit.
So it makes defensive magical items more of a mystical ass-saving measure, which feels a lot more like how it's described in the books - it's Harry's last resort for when he can't dodge or otherwise protect himself. "Luckily, the blade was stopped on the flaps of my enchanted duster, or I'd have been a dead man," etc.
And if you're in a long fight, you have the option of throwing stress at it as a last ditch measure.
This also makes the Warden Swords hella awesome like I think they should be. It always bothered me before, that they had to be limited to three shifts of effect. Now they can do a Fantastic (+6) counterspell three times per session. Hell yeah.
Some Defensive Item ExamplesOver in the 'Item Crafting' (
http://www.jimbutcheronline.com/bb/index.php/topic,16727.msg769640.html#msg769640) thread, we experimentally posited a specialist crafter who even put his focus item slots into helping out with crafting. Let's look at him again and see what we get.
In summary: Superb (+5) Lore, crafting strength spec (+1), focus item strength bonus (+2) from evo, default item strength 8, 4 enchanted item slots from thaumaturgy.
He uses one slot to make an ensorcelled coat. At default, that's a Legendary+1 (+8) block or Armor:4, with one use per session.
But he has three more slots. If he dumps all of them into more uses, he can do that effect 7 times in one session. (2 uses per extra slot, times 3 = 6 plus the free one)
He could also put two slots into effect strength, giving him a +10 block or Armor:5. That saves him one slot for frequency, which gives him three uses per session.
That's one hell of an armored jacket, ladies and germs. He literally has no other items, which means his evocations will be less effective and more risky, and his thaumaturgical spells will require more prep, take longer, and may be riskier. But, holy hell, +10 block.
Now let's go back down the ladder.
A novice wizard with a Lore of Average (+1) wants to make a defensive item. Default item strength is 1. He decided to put all his thaum slots into enchanted items, so he's got four slots to play with.
He uses one to make his default coat - Average (+1) block, once per session. He has three more slots. He splits them up, using two for strength and one for frequency, and ends up with a Good (+3) block or Armor:1, with three uses per session.
That doesn't suck, you guys! It potentially saves him a fate point or two on a botched defense roll, and puts him solidly in the territory of being able to ignore mortal assailants who aren't specially trained at killing. And remember, that's just 'cause his Lore is Average... maybe he's a really good evocator, so he normally brings active shield spells to the table. The coat is just for when he gets mugged or has to deal with your typical thug.
So, there it is.