Li Shenron
Legend
Just wondering thoughts... we mostly used to play low levels campaigns, but in the last year we instead played almost exclusively at intermediate levels. Not very high, between 5th and 10th, but magic items (not just weapons, despite the thread title) are so common, and in such large quantity, that they basically feel like high-tech equipment rather than "magic" or "wondrous".
I understand that the normal D&D campaign settings is highly magical. Gamewise there is nothing wrong with it, but nowadays when my players find a magic ring, or amulet or sword or anything, it doesn't feel like a special thing at all. Sometimes, they even become mere trade goods for something better.
Also, given the quadratical price increase of an item special ability, many of our characters are loaded with many little +1 or +2 items, probably making them look like Mr.T
When I am the DM, at character creation I don't like restricting which items the PC can have (besides the $ limit), but later I try at least to avoid magic shops, or easy craft-on-demand. Therefore the characters can acquire magic stuff mostly through item creation feats or random treasures. Besides encouraging taking those feats, it doesn't help very much with the feel of magic items.
Some DMs just decide to play in a low-magic setting, and although this is a brave choice, it has some issues with balance, since the whole game assumes the PCs have access to the standard amount of items.
What could be done to bring back the feel magic things deserve?
Trying to add a background story for every item is very hard, you cannot do this for every ring of protection or cloak of resistance! In 3rd edition the only magic thing left to really inspire awe in the player is Artifacts: weird abilities difficult to replicate in other ways, no chance of crafting, a background story usually provided... but I even hear of attempts to make rules to craft them in 3rd party books :\
Famous magic stuff from literature (like Excalibur, or the Ring of Power, or Aladdin's Lamp) can be probably made into non-epic magic items, but if you ask around RPGers you will probably gather the opinion that they should be artifacts, not because of their real power but rather because otherwise they lose most of their appeal
Which, now that I think about it, is the same for famous characters... that they should be at least epic in people's opinion.
I understand that the normal D&D campaign settings is highly magical. Gamewise there is nothing wrong with it, but nowadays when my players find a magic ring, or amulet or sword or anything, it doesn't feel like a special thing at all. Sometimes, they even become mere trade goods for something better.
Also, given the quadratical price increase of an item special ability, many of our characters are loaded with many little +1 or +2 items, probably making them look like Mr.T

When I am the DM, at character creation I don't like restricting which items the PC can have (besides the $ limit), but later I try at least to avoid magic shops, or easy craft-on-demand. Therefore the characters can acquire magic stuff mostly through item creation feats or random treasures. Besides encouraging taking those feats, it doesn't help very much with the feel of magic items.
Some DMs just decide to play in a low-magic setting, and although this is a brave choice, it has some issues with balance, since the whole game assumes the PCs have access to the standard amount of items.
What could be done to bring back the feel magic things deserve?

Famous magic stuff from literature (like Excalibur, or the Ring of Power, or Aladdin's Lamp) can be probably made into non-epic magic items, but if you ask around RPGers you will probably gather the opinion that they should be artifacts, not because of their real power but rather because otherwise they lose most of their appeal

Which, now that I think about it, is the same for famous characters... that they should be at least epic in people's opinion.