New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 2 12 LastLast
Results 1 to 30 of 33
  1. - Top - End - #1
    Barbarian in the Playground
    Join Date
    Oct 2011
    Location
    Scotland

    Default 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.

  2. - Top - End - #2
    Titan in the Playground
     
    Tengu_temp's Avatar

    Join Date
    Jul 2008
    Location
    Poland
    Gender
    Male

    Default 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.
    Spoiler
    Show





  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Oct 2007

    Default Re: Magical Items and Specialness (5e)

    Legend is exactly what you are looking for.

  4. - Top - End - #4
    Orc in the Playground
     
    AssassinGuy

    Join Date
    Dec 2011

    Default 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.

  5. - Top - End - #5
    Barbarian in the Playground
    Join Date
    Oct 2011
    Location
    Scotland

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by tensai_oni View Post
    Legend is exactly what you are looking for.
    I'm not convinced it is. I'm looking for D&D, but with more special magical items, and without the three page rules for unarmed combat. Hopefully, 5e will be able to supply that.

  6. - Top - End - #6
    Bugbear in the Playground
    Join Date
    Oct 2007

    Default 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.

  7. - Top - End - #7
    Barbarian in the Playground
    Join Date
    Oct 2011
    Location
    Scotland

    Default Re: Magical Items and Specialness (5e)

    Ah, so it's not an entirely different system then? I certainly will, thank you.

  8. - Top - End - #8
    Ogre in the Playground
     
    Doorhandle's Avatar

    Join Date
    May 2011
    Location
    Australia
    Gender
    Male

    Default 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.
    Can't write. Can't plan. Can draw a little.
    Quote Originally Posted by Craft (Cheese) View Post
    "In his free time, he gates in Balors just so he can kill and eat them later!"

  9. - Top - End - #9
    Titan in the Playground
     
    Greenish's Avatar

    Join Date
    Feb 2010
    Location
    Finland

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by Jzadek View Post
    Ah, so it's not an entirely different system then? I certainly will, thank you.
    Well, Legend is a different system, just not entirely different. It's probably closer to D&D 3.5 than D&D 4e is.
    Quotes:
    Spoiler
    Show
    Quote Originally Posted by Claudius Maximus View Post
    Also fixed the money issue by sacrificing a goat.
    Quote Originally Posted by subject42 View Post
    This board needs a "you're technically right but I still want to crawl into the fetal position and cry" emoticon.
    Quote Originally Posted by Yukitsu View Post
    I define [optimization] as "the process by which one attains a build meeting all mechanical and characterization goals set out by the creator prior to its creation."
    Praise for avatar may be directed to Derjuin.

  10. - Top - End - #10
    Titan in the Playground
     
    ElfRangerGuy

    Join Date
    Aug 2007
    Location
    Imagination Land
    Gender
    Male

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by Jzadek View Post
    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.
    Magic items in 4E were even more common and necessary than in 3rd. I don't really expect it to change for 5E, either. Not when WotC can sell an entire book filled with magic swords and people will actually buy it.
    "Nothing you can't spell will ever work." - Will Rogers

    Watch me draw and swear at video games.

  11. - Top - End - #11
    Titan in the Playground
     
    Tengu_temp's Avatar

    Join Date
    Jul 2008
    Location
    Poland
    Gender
    Male

    Default 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
    Show





  12. - Top - End - #12
    Firbolg in the Playground
     
    GnomeWizardGuy

    Join Date
    Jun 2008

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by Jzadek View Post
    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.
    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.

    Quote Originally Posted by tensai_oni View Post
    Legend is exactly 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.

    Quote Originally Posted by Jzadek View Post
    Who's with me? Or am I alone in this?
    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.
    Quote Originally Posted by darthbobcat View Post
    There are no bad ideas, just bad execution.
    Spoiler
    Show
    Thank 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

  13. - Top - End - #13
    Bugbear in the Playground
     
    Warlawk's Avatar

    Join Date
    Nov 2010
    Location
    The summoning chamber
    Gender
    Male

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by Jzadek View Post
    Ah, so it's not an entirely different system then? I certainly will, thank you.
    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.

  14. - Top - End - #14
    Titan in the Playground
     
    Dimers's Avatar

    Join Date
    Oct 2009
    Location
    Boston, MA
    Gender
    Male

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by Jzadek View Post
    Who's with me? Or am I alone in this?
    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.

  15. - Top - End - #15
    Titan in the Playground
     
    Greenish's Avatar

    Join Date
    Feb 2010
    Location
    Finland

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by erikun View Post
    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.
    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.
    Quote Originally Posted by erikun View Post
    The fact that it uses 4e's basic design may not sit well with others, either.
    Hmm?

    Well, be that as may, 4e is D&D too.
    Quotes:
    Spoiler
    Show
    Quote Originally Posted by Claudius Maximus View Post
    Also fixed the money issue by sacrificing a goat.
    Quote Originally Posted by subject42 View Post
    This board needs a "you're technically right but I still want to crawl into the fetal position and cry" emoticon.
    Quote Originally Posted by Yukitsu View Post
    I define [optimization] as "the process by which one attains a build meeting all mechanical and characterization goals set out by the creator prior to its creation."
    Praise for avatar may be directed to Derjuin.

  16. - Top - End - #16
    Troll in the Playground
     
    Ziegander's Avatar

    Join Date
    Oct 2008
    Location
    Pabrygg Keep
    Gender
    Male

    Default 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.
    Homebrew


    Other Stuff
    Spoiler
    Show
    Special Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!

  17. - Top - End - #17
    Dwarf in the Playground
     
    BarbarianGuy

    Join Date
    Feb 2010
    Location
    Odense, Denmark
    Gender
    Male

    Default 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..."

  18. - Top - End - #18
    Firbolg in the Playground
     
    GnomeWizardGuy

    Join Date
    Jun 2008

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by Greenish View Post
    Hmm?

    Well, be that as may, 4e is D&D too.
    True, but it may not be the version of D&D that some people want to play.

    Just as the magic item christmas-tree effect is not the way some people want to play, despite it being D&D too.
    Quote Originally Posted by darthbobcat View Post
    There are no bad ideas, just bad execution.
    Spoiler
    Show
    Thank 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

  19. - Top - End - #19
    Titan in the Playground
     
    Prime32's Avatar

    Join Date
    Nov 2008
    Location
    Ireland
    Gender
    Male

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by Tengu_temp View Post
    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.
    Seconded.

    Plus the 3e way leads to too many DMs trying to run a "low-magic" game by removing half or more of the PCs' abilities without touching the monsters'. (which leads to epic-level PCs getting killed by allips, or just plain overpowered by equal-CR enemies)
    Last edited by Prime32; 2012-01-22 at 09:10 PM.

  20. - Top - End - #20
    Ogre in the Playground
     
    Doorhandle's Avatar

    Join Date
    May 2011
    Location
    Australia
    Gender
    Male

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by DonDuckie View Post
    About Legend - I haven't looked at it too closely, but it looks much too balanced for my taste.
    Uhhh? Too balanced?

    ...makes sense in hindsight but I wasn't aware that could be a problem.
    Can't write. Can't plan. Can draw a little.
    Quote Originally Posted by Craft (Cheese) View Post
    "In his free time, he gates in Balors just so he can kill and eat them later!"

  21. - Top - End - #21
    Titan in the Playground
     
    Tengu_temp's Avatar

    Join Date
    Jul 2008
    Location
    Poland
    Gender
    Male

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by Prime32 View Post
    Plus the 3e way leads to too many DMs trying to run a "low-magic" game by removing half or more of the PCs' abilities without touching the monsters'. (which leads to epic-level PCs getting killed by allips, or just plain overpowered by equal-CR enemies)
    Not to mention that this only increases the gap between spellcasters and the others further, since casters are less dependant on magic items.

    Siela Tempo by the talented Kasanip. Tengu by myself.
    Spoiler
    Show





  22. - Top - End - #22
    Banned
     
    Griffon

    Join Date
    Feb 2011

    Default 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.

  23. - Top - End - #23
    Troll in the Playground
     
    Friv's Avatar

    Join Date
    Aug 2005
    Location
    Toronto, Canada
    Gender
    Male

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by DonDuckie View Post
    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.
    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.

  24. - Top - End - #24
    Dwarf in the Playground
     
    BarbarianGuy

    Join Date
    Feb 2010
    Location
    Odense, Denmark
    Gender
    Male

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by Friv View Post
    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.
    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..."

  25. - Top - End - #25
    Titan in the Playground
     
    Prime32's Avatar

    Join Date
    Nov 2008
    Location
    Ireland
    Gender
    Male

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by Friv View Post
    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.
    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.

  26. - Top - End - #26
    Banned
     
    Griffon

    Join Date
    Feb 2011

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by Prime32 View Post
    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.
    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.

  27. - Top - End - #27
    Dwarf in the Playground
     
    BlackDragon

    Join Date
    Aug 2010
    Gender
    Male

    Default 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."
    Quote Originally Posted by The Glyphstone View Post
    Start the game in a tavern. Then have the tavern attacked by horrifically over-CRed monsters and kill them all.
    The real campaign begins when they wake up as spirits, and you pull out the Ghostwalk supplement.
    Quote Originally Posted by Drachasor View Post
    The sanity of DMs also varies wildly.

  28. - Top - End - #28
    Titan in the Playground
     
    Prime32's Avatar

    Join Date
    Nov 2008
    Location
    Ireland
    Gender
    Male

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by Dragon Star View Post
    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.
    Does so. You just need to make it out of "fire ore" or something.

  29. - Top - End - #29
    Orc in the Playground
    Join Date
    Jan 2009

    Default 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.
    Characters
    Spoiler
    Show

  30. - Top - End - #30
    Ogre in the Playground
     
    Doorhandle's Avatar

    Join Date
    May 2011
    Location
    Australia
    Gender
    Male

    Default Re: Magical Items and Specialness (5e)

    Quote Originally Posted by Prime32 View Post
    Does so. You just need to make it out of "fire ore" or something.
    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.
    Can't write. Can't plan. Can draw a little.
    Quote Originally Posted by Craft (Cheese) View Post
    "In his free time, he gates in Balors just so he can kill and eat them later!"

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •