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Blowing up magic items, yes or no?
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<blockquote data-quote="hong" data-source="post: 311964" data-attributes="member: 537"><p>Items are exactly as transient as the group makes them. Just because there are rules for breaking items doesn't mean it should happen all the time, or even at random. Because there are rules for tripping, disarming and bull rushing people, does that mean they get used more than once in a blue moon?</p><p></p><p></p><p></p><p>Arthur _as a character_ is whoever he is, and whatever he does. Arthur's _place in the Arthurian cycle_ is defined not just by his character, but by his position as king of the Britons, and a key part of that, in symbolic terms, is his wielding of Excalibur. You cannot separate the two, in terms of the part they play. Yes, he'd still be Arthur if he lost it, but the fact is that he _doesn't_ lose it, at least not until the end. As said, this is a defining aspect of fantasy and mythology.</p><p></p><p>Similarly, Elric may have been a hero doomed by his desires, but his relationship with Stormbringer -- the power it gives him, the price he pays -- is a defining aspect of the series. If he didn't have that sword, the books would be a lot less interesting.</p><p></p><p>Have a look at SKR's recent pdf, Swords into Plowshares. That product lists 70-odd weapons, ranging from simple +1 swords to items of singular power, all with detailed backstories. Why would anyone put that much effort into detailing what, in the end, are really just sharp sticks? Because they're _more_ than just sharp sticks. Magic items in fantasy have a significance of their own, and most players recognise that.</p><p></p><p></p><p></p><p>A character in D&D (regardless of class) should be more than just who they are, and what they do. The DMG itself talks about this: as you gain levels, you carve out a place for yourself in the world. You're no longer just a grunt adventurer, going into dungeons and looting the treasure; you become a power to be reckoned with, and your story is what drives the campaign onward. One of the ingredients of that story -- what separates you from everyone else -- is your command over the forces of the supernatural world, given definite form in the items and weapons that you wield.</p><p></p><p>Or something.</p><p></p><p>Gee, that sounded good, if I do say so myself. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="hong, post: 311964, member: 537"] Items are exactly as transient as the group makes them. Just because there are rules for breaking items doesn't mean it should happen all the time, or even at random. Because there are rules for tripping, disarming and bull rushing people, does that mean they get used more than once in a blue moon? Arthur _as a character_ is whoever he is, and whatever he does. Arthur's _place in the Arthurian cycle_ is defined not just by his character, but by his position as king of the Britons, and a key part of that, in symbolic terms, is his wielding of Excalibur. You cannot separate the two, in terms of the part they play. Yes, he'd still be Arthur if he lost it, but the fact is that he _doesn't_ lose it, at least not until the end. As said, this is a defining aspect of fantasy and mythology. Similarly, Elric may have been a hero doomed by his desires, but his relationship with Stormbringer -- the power it gives him, the price he pays -- is a defining aspect of the series. If he didn't have that sword, the books would be a lot less interesting. Have a look at SKR's recent pdf, Swords into Plowshares. That product lists 70-odd weapons, ranging from simple +1 swords to items of singular power, all with detailed backstories. Why would anyone put that much effort into detailing what, in the end, are really just sharp sticks? Because they're _more_ than just sharp sticks. Magic items in fantasy have a significance of their own, and most players recognise that. A character in D&D (regardless of class) should be more than just who they are, and what they do. The DMG itself talks about this: as you gain levels, you carve out a place for yourself in the world. You're no longer just a grunt adventurer, going into dungeons and looting the treasure; you become a power to be reckoned with, and your story is what drives the campaign onward. One of the ingredients of that story -- what separates you from everyone else -- is your command over the forces of the supernatural world, given definite form in the items and weapons that you wield. Or something. Gee, that sounded good, if I do say so myself. :cool: [/QUOTE]
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