Importance of Magic Items

LostSoul said:
Damn, that's cool.
Thanks. :D

I got to thinking about this exact subject recently. A friend of mine is running a 2e game for his kids, and asked me for ideas on how to make it more fun for them. I thought back to my youthful playing, and what immediately jumped out at me was an early campaign where my dwarf fought an ancient dwarven king (undead) to claim his magic warhammer. Mechanically, I think it was only a +1 weapon(+2 maybe), but I fought single combat with an ancient warrior for it and it had a name. Something Dwarven that I can't even remember now, but it translated to "Vengeance" I think. The DM had to invent rules for me to upgrade that puppy repeatedly, because my character really took to that hammer and insisted upon using it for the rest of his career. We didn't have rules for ANYTHING back then, and I don't know if that was a function of the game at that time or because between us, all we could afford were the core books. :)

But thinking back, there was something about it that just FEELS better than tossing aside another +X weapon when +X+1 came along. Part of it is probably idealism of youth and looking back at things through rose-colored glasses, but part of it is that I haven't been in a game that wasn't populated by nothing but Rules-Lawyers in years. I almost asked my friend if I could roll up a character. :) His kids would probably look askance at the one player over 12, though.
 

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I think anyone that has put up with listening to me long enough knows that one of my biggest complaints about 3E is that magic items are a given, and even a necessity. Sure, they're important and neat to have, but the game is skewed so that characters HAVE to have them to succeed at high levels. I think that stinks. It can be worked around, but it takes a lot of tweaking.

One or two cool magic items are nice for any character, especially if they're the type of item that has a purpose and story other than artifically inflating the character's ability to smack down dragons or whatever.

In my current game, which is not exactly the pinnacle of gaming experiences (but still fun), we're all 4th level and I think each about one magic items. My dwarf ranger has a masterwork dwarven waraxe and a had a +1 heavy mace but he traded it away. Neither has been especially important to the character, especialy since I haven't decided what his "motiff" will be concerning what weapons he weilds.
 
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mistergone said:
I think anyone that has put up with listening to me long enough knows that one of my biggest complaints about 3E is that magic items are a given, and even a necessity. Sure, they're important and neat to have, but the game is skewed so that characters HAVE to have them to succeed at high levels.

Some people don't need them: wizards and clerics, in particular. The consequences of this are left as an exercise for the lurker.

As for me? Magic items are an essential part of D&D. Without them, it just isn't the same.
 

Well in one of my current games we have reached 8th level without one magic item in a party of six. Nobody seems to feel cheated at all and we are all having fun.
 

Canis said:
When they're rare, and tend to be unique and named, they can make the entire campaign much, MUCH better.

Agreed- I decided a years or so ago I would never again hand out a +# weapon. People going to the effort to make an item are going to put their own flair/quirks into it- intentionally or not.

On a side note, out of all the magic items my pc's have had, my favorite was a copper bracelet that summoned roses whenever he wanted.

The best items are the ones that are not in any book.

SD
 


Alchemist said:


So your ring of sustenance (keeping you alive) is named for somebody else's death? I'd be paranoid my DM was setting me up for a fall. Do you see a little man curled up in the gemstone? ;)
Play in one of Nemmerle's games for a while and you're soon so paranoid about everything that little things like this don't even register anymore. :)

The ring was named after a prior owner, a powerful despot who committed suicide after wearing the ring for a long time. It turned out that the ring had a couple of nasty side effects:

1) Not only do you not need to eat or drink, you don't want to, and in fact it's hard to do so if you try; food and drink become about as palatable as gravel and petroleum. Not so good for a character that likes his grub, and rather awkward in many social situations.

2) The ring doesn't actually provide sustenance; it merely puts off the need for it, and removing the ring causes all of your missed meals to catch up with you, all at once. When poor Martin finally took off the ring after wearing it for a few months... well, I leave the consequences to your imagination. :(

- Eric
 
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That ring is bitchin!

I hand out less magic treasure, but compensate with the fact that the characters are in psychotic-power-level PrCs. Yay.

Besides, "Steelheart Chimera" is so much better than Masterwork Longsword. The less magic you have, the more you like each item.
 

Skade said:
Magic items have never had much importance to me, or my characters, unless they became part of the character, or the story. A Heward's Handy Haversack was just a utility item, that meant little to me. My wizards first staff, created in game, was essential to the character. I like signature items in my games, things that the PC is built around, and become part of their legend.

While I agree that signature items are much cooler, I also like Heward's Handy Haversack, and believe it can be a signature item.

Loremistress Penelope quested to recover lost knowledge. Having little strength, she was able to carry many formerly lost tomes due to her Haversack -- it was her favorite item, and she eventually doubled it's capacity.

Here's another signature item for your perusal:

Razorstorm -- +1 glaive, surestriking, unbreakable (we ruled this a +1 enchantment). This glaive was "stone shaped" out of glassy volcanic rock, both head and shaft, by Brother Alfonzo Derriga (priest) for his cellmate Teleela Samothen (fighter/paladin) during the 3 years they were political prisoners in the nightmarish Razor Keep prison (think Count of Monte Cristo). It was held aloft while leading the human militia during the Battle of the Seventeen Banners, struck down the Wrym of the Karkisch Swamp, held off the creatures from the gate of ice while it was being closed, and, finally, threw down the sinister advisor to the Emperor, Geoff Lungren, during his attempt at a coup.

OfficeRonin
 

LOL! Can I steal that Ring idea for my game! It's cool!

I love the idea of named swords and other items and giving them a history. It gives them that much more character and importance. I also like the idea of having a item increase in power with the character so he/she doesn't dump his sword and armor every few levels.
 

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