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<blockquote data-quote="Dormammu" data-source="post: 7981282" data-attributes="member: 28738"><p>My favorite personal conceit is that magic enchantment only works a single way: an item can be enchanted with qualities but not any great deal of power. The power of the item grows over time. There are no exceptions to this rule in my metaphysics.</p><p></p><p>Thus, magic items become valued antiques and artifacts. A +3 weapon is hundreds of years old and can be identified by its style in much the same way real world antiques are appraised. All magic items have runes, so finding a runed item immediately sets the hopeful mind racing: did I find a magical relic or a simple forgery?</p><p></p><p>I like it as a unique setting element, but I also like that it prevents many elements of magic items I don’t like: players can’t really make anything more powerful than a potion or scroll, items aren’t bought and sold as simple commodities but instead become prized and irreplaceable items. A lord’s power might rest on the fact that their personal guard have magical items.</p><p></p><p>Seeking them out as treasure hunters suddenly makes more sense, as lost items out in the world could be the gateway to wealth and power. It makes so much of RPG magic item interaction more interesting and plausible (for me).</p></blockquote><p></p>
[QUOTE="Dormammu, post: 7981282, member: 28738"] My favorite personal conceit is that magic enchantment only works a single way: an item can be enchanted with qualities but not any great deal of power. The power of the item grows over time. There are no exceptions to this rule in my metaphysics. Thus, magic items become valued antiques and artifacts. A +3 weapon is hundreds of years old and can be identified by its style in much the same way real world antiques are appraised. All magic items have runes, so finding a runed item immediately sets the hopeful mind racing: did I find a magical relic or a simple forgery? I like it as a unique setting element, but I also like that it prevents many elements of magic items I don’t like: players can’t really make anything more powerful than a potion or scroll, items aren’t bought and sold as simple commodities but instead become prized and irreplaceable items. A lord’s power might rest on the fact that their personal guard have magical items. Seeking them out as treasure hunters suddenly makes more sense, as lost items out in the world could be the gateway to wealth and power. It makes so much of RPG magic item interaction more interesting and plausible (for me). [/QUOTE]
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