Humanophile said:
Hong, one of the big differences between story characters and D&D characters is the sheer amount of loot they carry around. If a character is quite attached to even a plain masterwork sword, I won't break it except in an epic battle, even if it would be the smartest thing for the bandits attacking the characters to do. However, when the player wants plot immunity for his super sword, plus his boots of flying, ring of resistance, belt of strength, goggles of darkvision, and hewards handy haversack full of +1 scavenged weapons, you go from dramatic to whiny and silly.
Fair enough. Although at the same time, I don't think the degree of attachment is going to be the same for _all_ the items that a character might have. For instance, if I was playing a fighter, I might consider my sword and shield, and maybe my armour, to be part of "me". No way is anyone going to get my sword without prying my cold, dead fingers off of it. However, my +5 ring of protection, +6 belt of Str, or +5 cloak of resistance aren't so central to my image of my character. They're useful, but in the end, they really are just tools. If the ring goes kaboom, or the cloak, that's unfortunate, but I won't get all knotted up because of it.
This will vary depending on what character I'm playing, naturally. If I was a sorc, I might be more attached to that +6 cloak of Cha than to my +1 dagger.
I'll go out on a limb here, and extrapolate _my_ feelings to what many players feel. I don't have any solid evidence for this, but from what I've seen, it's a reasonable assumption. At least for reasonable players, anyway.
And besides, in most fantasy settings, magic is rare enough that the signature weapons are pretty much immune to sundering, by D&D rules already in place.
I'm not sure what you mean?
So while I would like to see some means of creating a signature item that you can upgrade without needing a spellcaster and that becomes more or less part of your character, only breaking when he does, it shouldn't be a blanket benefit of being a PC. When you have enough magic, it does feel just like kewl stuff, and most of it is fully within the DM's right to bust up to make you hate the sunderer that much more.
Coincidentally, I have some rules for imbuing items that I've cooked up from various sources:
http://www.zipworld.com.au/~hong/dnd/imbued_magic.htm
I'm not saying that _every_ magic item should have special significance. If that were the case, it would become meaningless. However, I do think that sundering isn't something that should happen without good reason; and "to keep players on their toes" doesn't strike me as a very good reason.