Nagalipton
2014-11-20, 03:24 AM
I've had a steady group meeting roughly every 2 weeks since the Monster Manual has come out. My players are now level 3 going on 4. I have a lovely little home-brewed world I've been using as a campaign setting, which I have made up exclusively for this game. One of the tenants of the design is I wanted to keep the game itself as vanilla as I can since most of my players have never played DnD before and wanted a...shall we say standard game? In other words they didn't want their experiences to differ too terribly much from what the average player will experience give or take the story.
Lore wise I have been hesitating on one particular aspect, because I'm not yet sure how I wish to go about this yet. Magic weapons and armor. Clearly they exist; it wouldn't be the same DnD without them. Where I am hesitating is in the creation process of said items. Lore wise I need to decide whether magical items like this are ancient things made by a lost civilization or if currently living smiths/magi can make them. I'm sure the DMG will cover SOME of what I need, but I doubt it will cover ALL of what I need, so I turn to my fellow playgrounders for help.
On the one hand, they are truly magical. An archmage, or artificer of some kind is required to imbue magical energies into otherwise mundane materials (masterwork or not). I know this was basically how it was handled in 3rd edition, and thanks to the permanence spell it was also handled this way in 2nd to my knowledge.
On the other hand, I am considering having weapons made from more rare materials having innate magical properties (usually just a +1, +2, or +3 depending on the material). It would clearly take a master craftsman to work the materials properly, but the end result is a magic sword made from non magical hands. I reference Valerian Steel (Game of Thrones) and the Viking Ulfberht swords as examples of what I'm talking about. Both examples are "just swords" when it comes down to brass tacks, but are clearly much better than their ordinary counterparts.
My question is this: Is there a good reason I shouldn't use the 2nd option? Without a permanency spell, crafting magical items is impossible RAW. Its arguably not as needed here mind you, but I do like keeping the option open. RAW would leave one to believe that ALL magic weapons/armor are ancient items made via processes long forgotten and impossible to replicate. Sure that's cool and all, but if a player really pushes themselves I think they should be able to "find a way" to either replicate older techniques, or find something just as good if not better.
Lore wise I have been hesitating on one particular aspect, because I'm not yet sure how I wish to go about this yet. Magic weapons and armor. Clearly they exist; it wouldn't be the same DnD without them. Where I am hesitating is in the creation process of said items. Lore wise I need to decide whether magical items like this are ancient things made by a lost civilization or if currently living smiths/magi can make them. I'm sure the DMG will cover SOME of what I need, but I doubt it will cover ALL of what I need, so I turn to my fellow playgrounders for help.
On the one hand, they are truly magical. An archmage, or artificer of some kind is required to imbue magical energies into otherwise mundane materials (masterwork or not). I know this was basically how it was handled in 3rd edition, and thanks to the permanence spell it was also handled this way in 2nd to my knowledge.
On the other hand, I am considering having weapons made from more rare materials having innate magical properties (usually just a +1, +2, or +3 depending on the material). It would clearly take a master craftsman to work the materials properly, but the end result is a magic sword made from non magical hands. I reference Valerian Steel (Game of Thrones) and the Viking Ulfberht swords as examples of what I'm talking about. Both examples are "just swords" when it comes down to brass tacks, but are clearly much better than their ordinary counterparts.
My question is this: Is there a good reason I shouldn't use the 2nd option? Without a permanency spell, crafting magical items is impossible RAW. Its arguably not as needed here mind you, but I do like keeping the option open. RAW would leave one to believe that ALL magic weapons/armor are ancient items made via processes long forgotten and impossible to replicate. Sure that's cool and all, but if a player really pushes themselves I think they should be able to "find a way" to either replicate older techniques, or find something just as good if not better.