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General Tabletop Discussion
*Dungeons & Dragons
Can 5E bring the wonder and mystery back to Magic Items?
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<blockquote data-quote="howandwhy99" data-source="post: 5775850" data-attributes="member: 3192"><p>Magic has character. I agree with those who want magic effects, items, locations, etc. back in the DMG / behind the screen / etc.</p><p></p><p>Some steps I think of for making M.I.s:</p><p></p><p>1. Magic items have character. They should be unique, have a history, and be able to be altered, even if just through use. Give them personality.</p><p></p><p>2. Exploration isn't just over hill and dale; magic is mysterious because it can be explored. It isn't known up front. That means Pro-active exploration by the players. They just don't get to have the powers; they need to play with items to learn what they are. Sometimes this could be holding it, sometimes putting it on, sometimes simply testing it out in different situations. "Hey, my spear freezes water when I stick in the water!"</p><p></p><p>3. Every description is a clue. We find 7 vials, 4 filled, 3 empty. We cast Detect Magic to try and figure out what they do. "Which vials?" all 7. "Five glow with a magical aura". Guess what potion one of the "empty" vials held? (I know you know this).</p><p></p><p>4. Medieval items are always custom made. Even that sword has a makers mark on it. And it isn't quite the same as any other. How exactly? "You draw the longsword". The players invests the time and that picture IS the longsword. The tassels, the hook, the binding and serrated edge. That's all there and can be used in situations where it becomes useful.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5775850, member: 3192"] Magic has character. I agree with those who want magic effects, items, locations, etc. back in the DMG / behind the screen / etc. Some steps I think of for making M.I.s: 1. Magic items have character. They should be unique, have a history, and be able to be altered, even if just through use. Give them personality. 2. Exploration isn't just over hill and dale; magic is mysterious because it can be explored. It isn't known up front. That means Pro-active exploration by the players. They just don't get to have the powers; they need to play with items to learn what they are. Sometimes this could be holding it, sometimes putting it on, sometimes simply testing it out in different situations. "Hey, my spear freezes water when I stick in the water!" 3. Every description is a clue. We find 7 vials, 4 filled, 3 empty. We cast Detect Magic to try and figure out what they do. "Which vials?" all 7. "Five glow with a magical aura". Guess what potion one of the "empty" vials held? (I know you know this). 4. Medieval items are always custom made. Even that sword has a makers mark on it. And it isn't quite the same as any other. How exactly? "You draw the longsword". The players invests the time and that picture IS the longsword. The tassels, the hook, the binding and serrated edge. That's all there and can be used in situations where it becomes useful. [/QUOTE]
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Community
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Can 5E bring the wonder and mystery back to Magic Items?
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