Rather than expanding slots, I'd like to see more choices for best in slot that give new players and veterans different ways to build their PCs so that the Vets don't automatically have vastly more powerful characters and that two different veteran players could play the same class and have radically different approaches (beyond range versus melee and polymorph versus spells). I think the item I've come up with is a good example and would really drive both newer and veteran players to gather everything needed to build this:
Ullr's Hunting Shoes - 5pt relic - foot slot (yes, I know most 5 points are part of a transmute path to legendary - this would be an exception)
Ingredients:
2019 UR Charm of Quick Strike [EDIT] AND 2020 UR item based on hunting or quickness (hunting shoes?)
2019 rare Shoes of Skill
2-3 2020 rare and/or UCs thematically tied to hunting and sneaking
1 of each of all monster bits from 2019 and 2020 or 2020 and 2021
2 Alchemist Ink
1 Argonite
4 Dwarven Steel
2 Elvish Bismuth
2 Enchanter's Munitions
1 Golden Fleece
5 Minotaur Hide
5 Mystic Silk
1 Oil of Enchantment
1 Philosopher's Stone
2,000 GP (does not need to be in reserve bars since the story is about hunting - it would be, thematically, better to be loot found from hunting and killing monsters) (and yes, this is lower than normal 5 pt gold requirement of 5K).
-Note: The ingredients become part of a story about the item - something I think new players would really buy into and help them understand the idea behind transmutes. It can help with story immersion and, frankly, is just cool - with the time constraints on the TD staff, the idea of having a paragraph or two story behind each transmute item in a way that players would see as interesting is a big ask. This time, we help by solving that for them as forum vets. In this case, Ullr is the Norse God of the Hunt - tying directly into the N series. If the item is about being an amazing hunter - building up to that would mean practicing your craft, here - doing runs and gathering monster trophies (that is why the monster trophy requirement for this is so high).
Effect: A pair of boots are enchanted with the essence of stealth and hunting prowess - Any combat in which the PC wins initiative, all PCs wearing these boots surprise their opponents and may take a free full combat round against any and all monsters in the room.
Can be used by any class 1/room and does not stack with a charm of quick strike.
Reasoning: Thematically, it is a fun idea and the rules are already in place for it via the charm of quick strike. It also creates new options for veteran players but at a cost - you wouldn't be able to equip the boots of the four winds. For newer players who cannot get the BoFW except through the secondary market - it's a powerful ability that they could aim to achieve. I could see it being a tough decision for a veteran player to give up a +5 damage and part of an eldritch set for an extra round of combat many combats (especially if you build for high initiative). Mechanically, it's close to the +5 in that if you get 3.5 combats each normally lasting 3 rounds per run, you are giving up just over 52 damage per run. In exchange, you get a single round likely every other combat that does your full damage (say, 60-70 damage for the average nightmare level character - 100+ for Epic characters). Of course, you are giving up 1 of your eldritch items to make that happen as well. It becomes a choice rather than simply best in slot. Mechanically - this might need to be tweaked on frequency of use (1/run might be too limited - maybe 2/run?) It is like the charm of quick strike but works at least 4 times more frequently (since it isn't based on a natural die roll and could be any die roll with enough modifiers or bad monster rolls) and it allows for any actions/a full round.
Thoughts?
Fred