An interesting element of computer roleplaying games and MMORPG's is that magic items may only be available through certain creatures and certain drops. This is interesting because it adds value in a couple of ways. First, a "slightly" better item (more rare) is available only through more difficult encounters, which adds a certain degree of accomplishement to those that earn them. Secondly, if you want a certain piece of equipment, you can target the area/person where that item comes from. This adds an interesting "regional" flavor to the game.
In Ghostwalk,there is no such thing as a +1 Sword or +2 Bow, all magic items must have a unique name. This seem to add more originality and uniqueness to magic items in DnD when players receive them.
Several supplements have used the concept of magic items (particularly weapons) that gain in power along with the player as they go up in level.
How do you address these and other elements around magic items is in your campaigns?
What would be the best/most interesting way to incorporate these types of magic item distribution into Dungeons and Dragons?
Have you ever tried to limit the location or rarity of certain items in your campaign?
Have you ever granted more powerful, but more rare, versions of items to people in your campaigns?
In Ghostwalk,there is no such thing as a +1 Sword or +2 Bow, all magic items must have a unique name. This seem to add more originality and uniqueness to magic items in DnD when players receive them.
Several supplements have used the concept of magic items (particularly weapons) that gain in power along with the player as they go up in level.
How do you address these and other elements around magic items is in your campaigns?
What would be the best/most interesting way to incorporate these types of magic item distribution into Dungeons and Dragons?
Have you ever tried to limit the location or rarity of certain items in your campaign?
Have you ever granted more powerful, but more rare, versions of items to people in your campaigns?