"Character-defining" Magic Items

But why does he need to? The weapon is there. Just make the existing item more powerful. Quest for power for it. Have it get more powerful as part of an event.

Or don't give them a 'frost weapon.' Give them a frost weapon with a different unique power. Perhaps his frost weapon only turns half of his damage dealt to frost, but it also can, once per day, give him a defensive bonus as the sword sucks the movement from his enemies like the blade sucks heat from the air.

But, if his character build -needs- to have that frost-conversion to work right, then you're losing a big opportunity in not making that weapon as important to his story as it is to his statistics.



That would mean that, if given the opportunity, that thunderwave staff was a good choice.

I don't get your argument... that certain weapons are too good a fit and therefore can't be a weapon that defines the character? To me... those are the same exact thing.

Put a special name on it, give it a backstory and history, and make that thunderwave -special-.

This poster is speaking sense. Why in the heck would you not make that Frost weapon, or that Thunderwave staff, a character-defining, gets-stronger-when-you-do item with a unique history, description, name, etc? If i were that player and you my DM i would love you to pieces for making my magic items matter for more than just thier pluses.
 

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This poster is speaking sense. Why in the heck would you not make that Frost weapon, or that Thunderwave staff, a character-defining, gets-stronger-when-you-do item with a unique history, description, name, etc? If i were that player and you my DM i would love you to pieces for making my magic items matter for more than just thier pluses.

It's the Splinter of The Raven Queen's Disdain... created in her honor to bring winter everywhere, to remind all that every season turns with inevitability, that everyone has a fate and it will find them.
 

I must not have ever played D&D. :)

Even though spells or feats were generally available for players to choose from, magic/alchemical items- even in campaigns which contained "Ye Olde Magick Emporium"- were not universally available. Every last DM I've gamed with over the past 33 years has been very clear: just because an item exists doesn't mean you can get it with ease.

The 4E rules said otherwise. The old Enchant Magic Item ritual made any item instantly available to the player in exchange for gold. The party wizard was a walking, talking "Ye Olde Magick Emporium."

This was a departure from previous editions. Before 4E, I played in only one game where there was a "Ye Olde Magick Emporium." Otherwise, DM always had absolute control over what items were passed out. The players could take the create magic item feats, but the XP cost typically kept the players I played with away from these. Scrolls were the only item I can ever recall being crafted in the groups I played with.

Frankly, I'm with you, I prefer DM control of items. I think the move to Common/Uncommon/Rare is a step in the right direction. Power to the DM!
 

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