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How Do You Create Great Magical Items?
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<blockquote data-quote="Lanefan" data-source="post: 8178136" data-attributes="member: 29398"><p>I start with thinking "what could this item do as an extension of what it already does?". Many of the most obvious of these have already been done as classic items; for example boots are for transport and so you have boots of speed, boots of flying, boots of climbing, etc. which all just make a pair of boots better at what it already does. There's still lots of space here.</p><p></p><p>Failing that, I think "what could this do that'd just be plain cool but not completely overpowered?". Your idea with the armour would fall into this category, though my concern as DM there would be I'd constantly be expected to come up with on the fly just what those battle scenes were.</p><p></p><p>Sometimes it can be as simple as taking the properties of a well-known item (say, <em>Arrow of Direction</em>) and putting them in an unexpected thing (so now you have a <em>Broom of Direction</em>; and watch your players go nuts trying to make it fly!).</p><p></p><p>I also sometimes think "what might be a good drawback or curse for this to carry?", as not every item is always helpful all the time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For weapons, I have a long list of possible properties they can have - ditto for armour - and I'm always coming up with new ideas. Intelligent items are also cool, as they can become almost like mini-NPCs you can have fun with.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8178136, member: 29398"] I start with thinking "what could this item do as an extension of what it already does?". Many of the most obvious of these have already been done as classic items; for example boots are for transport and so you have boots of speed, boots of flying, boots of climbing, etc. which all just make a pair of boots better at what it already does. There's still lots of space here. Failing that, I think "what could this do that'd just be plain cool but not completely overpowered?". Your idea with the armour would fall into this category, though my concern as DM there would be I'd constantly be expected to come up with on the fly just what those battle scenes were. Sometimes it can be as simple as taking the properties of a well-known item (say, [I]Arrow of Direction[/I]) and putting them in an unexpected thing (so now you have a [I]Broom of Direction[/I]; and watch your players go nuts trying to make it fly!). I also sometimes think "what might be a good drawback or curse for this to carry?", as not every item is always helpful all the time. :) For weapons, I have a long list of possible properties they can have - ditto for armour - and I'm always coming up with new ideas. Intelligent items are also cool, as they can become almost like mini-NPCs you can have fun with. [/QUOTE]
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