RodneyThompson
Explorer
Hey all,
For my homebrew campaign world, I'm seriously considering ditching the whole concept of generic magic items and going only with legendary items in the vein of those displayed in The Game Mechanics' Swords of Our Fathers sourcebook. Essentially, the ONLY magic weapons in the entire game would be those that are unique, eliminating the concept of scanning treasure for magic items and selling off old ones for an upgrade. I think this should be possible given that the world is rare-magic (I wouldn't say low magic because those that CAN use magic are extremely powerful, but incredibly rare). However, what problems am I going to run into here? I've already thought of the problem with critters that can only be hit by enchanted weapons, and of the problems weaning standard D&D players off of the common magic item mentality. Any other ideas?
For my homebrew campaign world, I'm seriously considering ditching the whole concept of generic magic items and going only with legendary items in the vein of those displayed in The Game Mechanics' Swords of Our Fathers sourcebook. Essentially, the ONLY magic weapons in the entire game would be those that are unique, eliminating the concept of scanning treasure for magic items and selling off old ones for an upgrade. I think this should be possible given that the world is rare-magic (I wouldn't say low magic because those that CAN use magic are extremely powerful, but incredibly rare). However, what problems am I going to run into here? I've already thought of the problem with critters that can only be hit by enchanted weapons, and of the problems weaning standard D&D players off of the common magic item mentality. Any other ideas?