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*TTRPGs General
Does a magic weapon still feel... magic?
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<blockquote data-quote="Zelgadas" data-source="post: 1550100" data-attributes="member: 17044"><p>One thing that might help is to simply replace D&D's Item Creation feats with those found in <em>Arcana Unearthed</em>. It's not a huge shift, just a slight change in nomenclature that makes all the difference in the world. For instance, you no longer have "Scribe Scroll" and "Craft Wand". Instead, you have "Craft Spell-Completion Item" and "Craft Charged Item". This may not seem that significant at first, until you realize that a charged item no longer has to be a wand, it can be anything you want it to be. It gives you quite a bit of freedom to make weird magic items, with relatively little headache. For instance, say you want to give your ranger a magic bow, but you don't want it to just be a +1 bow. Find a nifty spell that the ranger could make good use of, like <em>flaming arrow</em>. Make the bow a charged item, useable by rangers, that casts <em>flaming arrow</em> when a command word is spoken. </p><p></p><p>You can also make magic items that characters might not necessarily be used to. Let's say they find some loot, the wizard casts <em>detect magic</em>, and sees that a piece of chalk is radiating abjuration. Maybe that piece of chalk is a single-use item (or even a charged item) that casts <em>protection from evil</em>, or a similar spell, when a circle is drawn around the user. Maybe it's a cup that casts <em>detect poison</em> on any liquid inside it (a constant item, probably). In other words, use atypical items, and give them a "gimmick" of some sort. It might just be a scroll in a different form, but having to use it in a certain way could preserve that feel of magic and weirdness that you're looking for.</p></blockquote><p></p>
[QUOTE="Zelgadas, post: 1550100, member: 17044"] One thing that might help is to simply replace D&D's Item Creation feats with those found in [i]Arcana Unearthed[/i]. It's not a huge shift, just a slight change in nomenclature that makes all the difference in the world. For instance, you no longer have "Scribe Scroll" and "Craft Wand". Instead, you have "Craft Spell-Completion Item" and "Craft Charged Item". This may not seem that significant at first, until you realize that a charged item no longer has to be a wand, it can be anything you want it to be. It gives you quite a bit of freedom to make weird magic items, with relatively little headache. For instance, say you want to give your ranger a magic bow, but you don't want it to just be a +1 bow. Find a nifty spell that the ranger could make good use of, like [i]flaming arrow[/i]. Make the bow a charged item, useable by rangers, that casts [i]flaming arrow[/i] when a command word is spoken. You can also make magic items that characters might not necessarily be used to. Let's say they find some loot, the wizard casts [i]detect magic[/i], and sees that a piece of chalk is radiating abjuration. Maybe that piece of chalk is a single-use item (or even a charged item) that casts [i]protection from evil[/i], or a similar spell, when a circle is drawn around the user. Maybe it's a cup that casts [i]detect poison[/i] on any liquid inside it (a constant item, probably). In other words, use atypical items, and give them a "gimmick" of some sort. It might just be a scroll in a different form, but having to use it in a certain way could preserve that feel of magic and weirdness that you're looking for. [/QUOTE]
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