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A *better* magic sword?
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<blockquote data-quote="maddman75" data-source="post: 1971479" data-attributes="member: 2673"><p>That idea is *so* stolen. Though you have to take into account old swords as well. I rather like the idea that a bard would be able to identify a blade, and know its bonus in mechanical terms. I'm seriously going to hack on D&D, removing clerics, changing hit points, and banning evocation for a more sword & sorcery feel. Coming up with something like this is perfect for the kind of setting I want to have.</p><p></p><p>What I've done so far to make the magic system less mechanical and feel more magical was to define what all that gold was going for. IMC, there are rare gems known as Amberlite. These glowing gems are what allow permenant magic items. When someone makes a magical blade, the extra GP cost is mostly how much amberlite is needed to create that item. Further, an item can be destroyed to be used elsewhere, though this extraction wastes 50% of the value. Mechanically, this is identical to selling items for half price at ye ole magic shoppe and buying a new item, but feels more magical and less mercantile.</p><p></p><p>So with that system, the plus of a sword is obvious from the amount of amberlite used to make it. While it isn't a 1-1 ratio, a longsword with a single gem in the hilt is likely +1, while one with many large gems in the hilt and pommel is a weapon of great power.</p><p></p><p>It also gets rid of ambiguity over magical items. Magic items are ones with glowing freakin gems mounted on them!</p></blockquote><p></p>
[QUOTE="maddman75, post: 1971479, member: 2673"] That idea is *so* stolen. Though you have to take into account old swords as well. I rather like the idea that a bard would be able to identify a blade, and know its bonus in mechanical terms. I'm seriously going to hack on D&D, removing clerics, changing hit points, and banning evocation for a more sword & sorcery feel. Coming up with something like this is perfect for the kind of setting I want to have. What I've done so far to make the magic system less mechanical and feel more magical was to define what all that gold was going for. IMC, there are rare gems known as Amberlite. These glowing gems are what allow permenant magic items. When someone makes a magical blade, the extra GP cost is mostly how much amberlite is needed to create that item. Further, an item can be destroyed to be used elsewhere, though this extraction wastes 50% of the value. Mechanically, this is identical to selling items for half price at ye ole magic shoppe and buying a new item, but feels more magical and less mercantile. So with that system, the plus of a sword is obvious from the amount of amberlite used to make it. While it isn't a 1-1 ratio, a longsword with a single gem in the hilt is likely +1, while one with many large gems in the hilt and pommel is a weapon of great power. It also gets rid of ambiguity over magical items. Magic items are ones with glowing freakin gems mounted on them! [/QUOTE]
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