Bring back the magnificently mundane!

Kzach

Banned
Banned
After reading through the magical item thread and then seeing the thread entitled, "Expand the scope of mundane lore," I was suddenly reminded of my all-time, most favourite book of RPGdom... ever.

Aurora's Whole Realms Catalogue.

As a person who favours skill-based classes, mundane items were always an attractive asset. Caltrops, blinding powder, belt-knives, boot-knives, etc. were all very cool, IMO. And let's face it, bikini-chainmail RULES!

I think one of the things that killed off such items was the stacking of bonuses. In AD&D, giving a +5% to Move Silently wasn't that big a deal, but in 3e/4e, suddenly bonuses had to be named or they'd be overpowered and even named bonuses could tip the scales so that a mere +1 to something could contribute to a broken combination.

I'd really love to see mundane items make a comeback in 5e. Hell, imagine a whole class based entirely on mundane items. Sort-of a non-magical artificer. Tell me that wouldn't be awesome, go on, I dare you!
 

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Certainly better to have them than not!

But just like a campaign can be low-magic vs high-magic, it can also be low-tech vs high-tech, so perhaps an expanded list of mundane equipment (and special materials, of which I definitely would like to see more!) could be better placed in the DMG.
 

Third edition had mundane items, though they generally were too pricey at low level and not effective enough at high level. Still, plenty of +2 skill items were in use in my games. Fourth edition has some mundane items, too.
 


I agree. I'm honestly more likely to be fascinated by an interesting mundane item then a magical one.

Don't get me wrong, a flaming sword is cool. But you know, a sword is cool all by itself. A well forged sword with proper balance, a sharp blade, and the right "ting" when it strikes is special.

I don't know if this has anything to do with the rules. It's just something worth thinking about every once in a while.
 

I like a good list of equipment. But care must be taken not to put a slew of anachronistic items in a general catalogue. I think the more imaginative gadgets should appear in campaign settings (especially Eberron). And definitely label items like Sun Rods as magical and make them available only as such. Torches and lanterns at low levels please.
 

I've said it before, and I'll say it again: I want Mastercraft Items to be treated the same as Magic Items. Sure, making them is different. But a +1 sword could just as easily be fine craftsmanship as an enchantment.

And there are some properties (ie. enhanced crit, better for opportunity attacks) that make a lot of sense to be due to the mastercrafting.
 

Mundane items are always a great thing to have, but they should be things that enhance and diversify the things that anyone can do, I don't think their use should be baked into specific designs.
 

Mundane items are always a great thing to have, but they should be things that enhance and diversify the things that anyone can do, I don't think their use should be baked into specific designs.

Agree. At worst, they should require some dedication in a skill or two, to be useful. Though of course many are situational by their very nature--high quality lockpicks don't matter if you got no lock to pick. :)

Also agree with Kingreaper's point above, and will raise it another notch: The "fantastical" should not be the sole province of "magic" (or even "actively magical") in a fantasy game. Sure, in some fantasy worlds it will be, but there is a place for the occasional non-magical, real-world physics breaking, piece of equipment. It should come from a fantastical process, and maybe even involve some magic in its constructions, but from there on, it is natural to the inhabitants of that world as plastic is to ours.
 

I would like to see mundane equipment have a longer usefulness or various items have interesting effects. I'm a big fan of alchemical items.
 

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