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2012-01-21, 07:56 PM (ISO 8601)
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Magical Items and Specialness (5e)
I have only recently switched from 1e/2e to 3.5, and I found that mostly the edition was a vast improvement, and while I do get all nostalgic already when I remember the ridiculously counter-intuitive rules of way back when, there is very little that I actually would like back.
Except their stance on magical items.
In AD&D, magical items were special. You wouldn't see them sold in shops, or carried by any random orcs. They were there to be found in the tomb of an ancient king, or to be wrested from the cold dead hands of a deadly assassin from another plane. You felt that you had something truly worth something. And I miss that feeling most in 3.5, but to try and homebrew it's restoration would be a monumental task - most martial classes rely completely on them.
So in 5e, I hope that magical items are special again. Maybe they are in 4e, I've never played it, but it doesn't sound like my cup of tea, and I don't think I've heard anything about them being like that.
Who's with me? Or am I alone in this?Last edited by Jzadek; 2012-01-21 at 08:02 PM.
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2012-01-21, 08:02 PM (ISO 8601)
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- Jul 2008
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- Poland
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Re: Magical Items and Specialness (5e)
I want magical items to be rare and have special, unique and interesting abilities. The generic bonuses to attack, AC et cetera should be a part of characters levelling, not the magic items they use.
Siela Tempo by the talented Kasanip. Tengu by myself.
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2012-01-21, 08:35 PM (ISO 8601)
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- Oct 2007
Re: Magical Items and Specialness (5e)
Legend is exactly what you are looking for.
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2012-01-21, 08:41 PM (ISO 8601)
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- Dec 2011
Re: Magical Items and Specialness (5e)
If the game's not designed without the expectation of magical loot, I probably won't ever use it.
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2012-01-21, 08:56 PM (ISO 8601)
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- Oct 2011
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2012-01-21, 08:58 PM (ISO 8601)
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- Oct 2007
Re: Magical Items and Specialness (5e)
Legend is "DnD, but with X". Where X is a list of changes, generally for the better.
If you checked it out and found not to your liking this is fine. But if you didn't I suggest you do.
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2012-01-21, 09:12 PM (ISO 8601)
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- Oct 2011
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- Scotland
Re: Magical Items and Specialness (5e)
Ah, so it's not an entirely different system then? I certainly will, thank you.
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2012-01-21, 10:45 PM (ISO 8601)
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- May 2011
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Re: Magical Items and Specialness (5e)
I agree, but I still think you should be able to spend money on getting an extra choppy sword.
I think it would not be a bad idea to have 1+, 3+, maybe even 4+ swords which are almost entirely nonmagical and just well crafted with ancient techniques and special materials.
Or maybe go the W.o.W rote (yes, I know, bear with me), and have all the best, most powerful artefacts and magic items being relics of bygone eras, and only able to be found by prying them from the cold, dead hands of legenadry foes.
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2012-01-21, 10:53 PM (ISO 8601)
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- Feb 2010
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- Finland
Re: Magical Items and Specialness (5e)
Quotes:Praise for avatar may be directed to Derjuin.Spoiler
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2012-01-21, 11:05 PM (ISO 8601)
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- Aug 2007
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- Imagination Land
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Re: Magical Items and Specialness (5e)
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2012-01-21, 11:41 PM (ISO 8601)
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- Jul 2008
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- Poland
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Re: Magical Items and Specialness (5e)
It's easy to make magic items unnecessary in 4e, though. Even before the inherent bonuses variant came out, people made very homebrew systems such as this one. Plug!
Siela Tempo by the talented Kasanip. Tengu by myself.
Spoiler
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2012-01-22, 12:11 AM (ISO 8601)
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- Jun 2008
Re: Magical Items and Specialness (5e)
4e is heavily reliant on magical items. If 3.5e made reliance on equipment by accident, then 4e made it by design. It probably isn't what you are looking for.
It has been awhile since I looked over Legend (last time was actually pre-release) but from what I saw, equipment was just a static +1, regardless of what it did, and magical items irrelevant.
The fact that it uses 4e's basic design may not sit well with others, either.
I'd like to see the AD&D method of magical items providing an effective ability score, rather than a bonus to one. This was a big problem with 3e: by providing +6 stat boosters, it strongly encouraged players to pick high ability scores to stack with the equipment. By contrast, similar equipment in AD&D would provide, say, 19 in a stat, both making high ability scores less necessary (because you could always find equipment to boost it) and by curtailing the absurdly high ability scores at higher levels.
I'd also like to see magical equipment, but with interesting abilities rather than big plusses. Yes, I realize that a +5 sword is more valuable than a +1 flaming orc-slaying one, but the flaming orc-slayer is definitely more interesting. And if I could keep said sword throughout my adventuring career, rather than needing to exchange it out for another with bigger bonuses, it would become a more important weapon for the character.SpoilerThank you to zimmerwald1915 for the Gustave avatar.
The full set is here.
Air Raccoon avatar provided by Ceika
from the Request an OotS Style Avatar thread
A big thanks to PrinceAquilaDei for the gryphon avatar!
original image
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2012-01-22, 12:17 AM (ISO 8601)
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- Nov 2010
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- The summoning chamber
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Re: Magical Items and Specialness (5e)
Legend uses the d20 core rules from D&D 3.5 and then has a number of changes stacked into it. Personally I think they've done a great job and you really should consider at least looking into the game. It exactly fits the bill of what you're asking for, magic items are rare and special instead of just being static bonuses. The class system and other changes are just as well done.
http://www.ruleofcool.com/
check it out.A man who dies fighting with his principles intact dies in glory. To expect enemies to follow the same code of honor defiles that honor, reducing it to a set of arbitrary rules.
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2012-01-22, 12:18 AM (ISO 8601)
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- Oct 2009
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- Boston, MA
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Re: Magical Items and Specialness (5e)
I enjoy 4e considerably more than 3.5, as laden with magic items as it is. But I'm totally with you. I'd enjoy it even more if the equipment you could acquire had a dramatic significance or purpose, rather than being a requisite for continuing the adventure.
Killian's point about selling books is largely a conversation-closer; the shot strikes true, and it's hard to envision WotC trying any other business approach to 5e. I'll add the point that since they love spellcasters so much (and find that their buyers do as well), it's highly unlikely that magic would be rare in any material they publish.
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2012-01-22, 12:23 AM (ISO 8601)
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- Feb 2010
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- Finland
Re: Magical Items and Specialness (5e)
Well, there're the +2 stat items and a +2 save item, but most everything else does things other than plain numbers.
If you want low magic item game in Legend, requiring everyone to use full guild-buy in works pretty well. Even without, you'll only get a handful of magic items.
Hmm?
Well, be that as may, 4e is D&D too.Quotes:Praise for avatar may be directed to Derjuin.Spoiler
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2012-01-22, 06:39 AM (ISO 8601)
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- Oct 2008
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- Pabrygg Keep
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Re: Magical Items and Specialness (5e)
Well, WotC could easily sell an entire book filled with pages and pages of new magic swords without writing 5e to require the use of those magic swords. Especially given their modular design goals. "If you use Magic Items, then this is the book for you!" But, if you don't, well, then, it won't hurt your game if you don't buy it.
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SpoilerSpecial Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!
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2012-01-22, 08:00 AM (ISO 8601)
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- Feb 2010
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- Odense, Denmark
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Re: Magical Items and Specialness (5e)
I'm not a fan of rare magic items. I like the 3e way(not 4e, but that's for different reasons).
In mythology magical items are special and rare, but they are also permanent, close to eternal. Sure they can break and be repaired, but thay last for ages. And that is just how old fantasy worlds are, ages aand ages of people making magic items. And from a financial view, there's more money in making +1 weapons than ibn making +5 weaons; production cost(crafting) is the same compared to saleprice(50%), and the market is bigger, with new adventurers having just looted their first tomb.
So after a few centuries of boom and bust empires, you are bound to have a world littered with magical items.
This is not the same as powerful items, which are of course only crafted to order, which are rarer, but still available.
A +1 short sword doesn't really make your character more powerful, a +5 does.
And replacing magic items with houserules to compensate the missing items will never work for me... It's the same, but instead magical property, you have magical people.
And rare magical items are notorious for being stolen... and would(in some minds) be an eternal McGuffin. Get it, Protect it, Get it back, Destroy it, Repair it, Protect it...
I may have drifted a bit from my main point
About Legend - I haven't looked at it too closely, but it looks much too balanced for my taste.Last edited by DonDuckie; 2012-01-22 at 08:00 AM.
"You! Youngling! You look like the kind of ninja who can't throw an adamantine shuriken at a chicken without ruining both..."
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2012-01-22, 10:16 AM (ISO 8601)
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- Jun 2008
Re: Magical Items and Specialness (5e)
SpoilerThank you to zimmerwald1915 for the Gustave avatar.
The full set is here.
Air Raccoon avatar provided by Ceika
from the Request an OotS Style Avatar thread
A big thanks to PrinceAquilaDei for the gryphon avatar!
original image
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2012-01-22, 09:05 PM (ISO 8601)
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- Nov 2008
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- Ireland
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Re: Magical Items and Specialness (5e)
Last edited by Prime32; 2012-01-22 at 09:10 PM.
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2012-01-22, 09:11 PM (ISO 8601)
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- May 2011
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2012-01-22, 09:32 PM (ISO 8601)
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- Jul 2008
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2012-01-22, 09:47 PM (ISO 8601)
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- Feb 2011
Re: Magical Items and Specialness (5e)
What makes a magic item special I think is subjective. I like magic items that just give pluses. I wouldn't want every magic item to give pluses and once a day allows an extra few d6 of damage, 4E, but the existence of magic items giving pluses does not offend me. Rather, monsters should be designed with the idea that the PC won't have specific items. It's still ok to have DR, but it would help a lot if monsters did not have arbitrarily high natural armor to make their AC crazy high because obviously everyone has +3 swords and Strength +6 items. Just create a monster, give it a CR, then in a small box on the page provide a little blurb of the monster being CR - X or CR + Y depending upon the party having particular magic items or not that makes the monster easier or harder to fight. Also keep in mind that warriors are supposed to be able to hit it. The AC doesn't need to be so high only a natural 18 will hit, unless it is supposed to be a CR + Y encounter.
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2012-01-23, 10:33 AM (ISO 8601)
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Re: Magical Items and Specialness (5e)
That really depends on how easy it is to make a magic item in general. In many low fantasy settings, a magic sword is rare because only one man in a thousand years had the skill needed to forge it. If it's been five thousand years since magical items began, and only a few hundred such items exist across the world, there is no sale price. Each one is literally a treasure without peer.
I'm sort of mixed. As a rule, I prefer the idea of magical objects that don't just boost your stats, but I also enjoy settings with lots of little magic around, Eberron-style. My personal ideal would be for 5e to not require magical stuff for play balance, but to include notes on how much altering treasure modifies the CR of challenges. That way, you could have both low-magic settings in which the players finding a single magic sword is a big deal, and settings where every street corner has a man hawking talismans, and have both settings work.If you like my thoughts, you'll love my writing. Visit me at www.mishahandman.com.
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2012-01-23, 11:41 AM (ISO 8601)
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Re: Magical Items and Specialness (5e)
Wow. I just realized how many typos I made.
Your point is valid, but I was answering in a 3.5 environment, which was the location of beef with OP. At least as I read it.
But awesome items can be just a numerical bonus. At least that is how I see the named swords in LotR. Narsil/Anduril was just a very good sword. But they had no special powers.
Much of awesome lies in 'flavor'. Which is known also as 'fluff' to those who crave mechanics."You! Youngling! You look like the kind of ninja who can't throw an adamantine shuriken at a chicken without ruining both..."
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2012-01-23, 01:01 PM (ISO 8601)
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- Nov 2008
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Re: Magical Items and Specialness (5e)
Eberron's fluff doesn't touch stat-boosting items - it's mostly background things like streetlights. There's a big difference between "magic items are fun toys" and "you are expected to have these specific items to stay alive".
Flat CR modifiers don't work, since even an lv100 fighter can't kill an incorporeal creature without a magic weapon.Last edited by Prime32; 2012-01-23 at 05:10 PM.
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2012-01-23, 06:32 PM (ISO 8601)
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- Feb 2011
Re: Magical Items and Specialness (5e)
It's not unheard of needing a specific weapon to slay a monster. Common folklore says you need silver to kill a werewolf. A vampire is vulnerable to wood hit in the right spot. That a level 100 fighter needs even just a longsword +1 to slay a ghost is not offensive. Needing special items for special monsters is what makes the monster special. That helps to make magic items, weapons in this case, have meaningful flavor. However, various generic monsters should not have such a high AC that without the plus of a weapon you can't hit unless you roll an 18; likewise the saving throw DC for said generic monster's magical attack. Where to draw the line is the crutch of the problem, but the solution is not taking away the line. It would be interesting if having garlic gave you a +2 circumstance bonus to saving throws vs a vampire's supernatural abilities.
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2012-01-24, 12:57 AM (ISO 8601)
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Re: Magical Items and Specialness (5e)
I agree that magic items should have cool, unique effects, but +attack and +AC has its place. In my opinion, plain stat bonuses should be masterwork items. In books, a sword crafted by the Great and Legandary Smith don't light on fire, but they sure as hell are easier to use, and much more deadly. The armor that lets you fly is magic, the really well made armor with mithril inlay is not. Which one boosts your AC? And ther is no reason you can't have both on one thing. It just means that not everything relies on wizards, a high craft skill can be just as profitable (if not as useful, or cool)
The Specialist PrC(WIP) An attempt to make really high skills more useful. I would love it if someone would PEACH.
"Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup."
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2012-01-24, 09:40 AM (ISO 8601)
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Re: Magical Items and Specialness (5e)
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2012-01-24, 02:04 PM (ISO 8601)
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- Jan 2009
Re: Magical Items and Specialness (5e)
Might want to check out Iron Heroes, where even a +1 Sword probably has a name, history, and multiple legendary wielders.
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2012-01-24, 08:58 PM (ISO 8601)
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Re: Magical Items and Specialness (5e)
TOTALLY should go the monster hunter route, and have some materials only acquirable from monsters.
We're not killing the demon for attempting to wear the town’s populace as a cloak, we're killing him because we need him for for that totally kickass 3+ unholy greataxe we're going to carve out of his bones. Turnabout is fair play.