bsss
Adventurer
I love the depth of these comparisons in the OP. In particular, I could read 1e magic item descriptions all day, and think about all the fun things to do with them and steal them for my games in other systems. I miss the "what nonsense can I or the players cause with fish control? Let's find out!" Keeping bizarre items just in case they had a novel application down the road made them feel more important, too.
In 4e, to my recollection, the standard magic items were always very concise, essentially the base details of the item: type/slot, cost, effect, and a power if it had a power. Even more "just the game facts" than the 5e examples here. Where I think there was a lot more interesting stuff was in the artifacts, which had considerably more flavor and a concordance that captured what you needed to do to keep the item happy, and what happened when it decided it was done with you and left to go be discovered by some other adventurer. That stuff was top notch in 4e.
In 4e, to my recollection, the standard magic items were always very concise, essentially the base details of the item: type/slot, cost, effect, and a power if it had a power. Even more "just the game facts" than the 5e examples here. Where I think there was a lot more interesting stuff was in the artifacts, which had considerably more flavor and a concordance that captured what you needed to do to keep the item happy, and what happened when it decided it was done with you and left to go be discovered by some other adventurer. That stuff was top notch in 4e.







