Kid Charlemagne
I am the Very Model of a Modern Moderator
I've been mulling over ideas to try and recapture a little bit more flavor in magic in D&D, and have a couple of ideas I'd like some feedback on.
I want to make magical items more mysterious, dangerous - as well as useful. It's a hassle to try and do that for every +1 sword. In essence, my solution is to define the problem away by making a large number of the minor magical items (under 20,000 gp in value, perhaps - I'm brainstorming here) non-magical, but still basically identical in game mechanics.
I was inspired by the old 1st edition idea that certain magical weapons of X power were made of Y metal - for example, +3 weapons being made of meteoric iron. So instead of a fighter having a +3 longsword, they might have a non-magical sword made of meteoric iron - that does +3 to hit and +3 to damage. Instead of potions being magical, they'd be alchemical mixtures. Instead of a cloak of elvenkind giving bonuses from being magical, it'd be because it's made by master elven craftsmen. And so on and on.
This is a very nebulous idea at the moment, and I'm posting it to start up discussion. My goal is to try to add flavor to the game wherever possible - without adding complication.
Along the same lines - has anyone done any work on a "advantages/disadvantages" type of magical item creation system? For example, if your +4 sword occasionally causes you to go berserk, that would tend to reduce its value, but not negate it entirely like an ordinary cursed sword -2 might.
Thoughts?
I want to make magical items more mysterious, dangerous - as well as useful. It's a hassle to try and do that for every +1 sword. In essence, my solution is to define the problem away by making a large number of the minor magical items (under 20,000 gp in value, perhaps - I'm brainstorming here) non-magical, but still basically identical in game mechanics.
I was inspired by the old 1st edition idea that certain magical weapons of X power were made of Y metal - for example, +3 weapons being made of meteoric iron. So instead of a fighter having a +3 longsword, they might have a non-magical sword made of meteoric iron - that does +3 to hit and +3 to damage. Instead of potions being magical, they'd be alchemical mixtures. Instead of a cloak of elvenkind giving bonuses from being magical, it'd be because it's made by master elven craftsmen. And so on and on.
This is a very nebulous idea at the moment, and I'm posting it to start up discussion. My goal is to try to add flavor to the game wherever possible - without adding complication.
Along the same lines - has anyone done any work on a "advantages/disadvantages" type of magical item creation system? For example, if your +4 sword occasionally causes you to go berserk, that would tend to reduce its value, but not negate it entirely like an ordinary cursed sword -2 might.
Thoughts?