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Magic Items - flashy and awesome, or not really noticable
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<blockquote data-quote="Whisper72" data-source="post: 1438018" data-attributes="member: 17339"><p>Well, whether PC's ooh and aah over a weapon is not so much related to the plus itself, as well the whole look and feel of the campaign. As you state, many magical items either produce effects which are not necessarily that unique, or which are not necessarily very flashy as magical effects go.</p><p></p><p>A side note on that first off though. 5% more or less increase seems trivial, but over the course of many fights, small points make a big difference. Look at it this way. A +1 to a dagger, essentially increases the BAB by one. This is the same as an additional level for a fighter type, or three levels of experience for a mage type to get the same effect without magical aid. Similarly, if the campaig furthermore has restrictions on technology (i.e. plate mail is too advanced, the best armor weaponsmiths can make is chain mail), then a few plusses to armor make a big difference.</p><p></p><p>As for the look feel thingy, if you just tell the players 'oh you find a sword which happens to be a bit sharper then normal, if you detect magic on it, it radiates faintly', do not expect ppl to ooh and aah. If the PC's must go to some sage who tells the PC's:</p><p>"Ahh... this is the famous 'Goblin Render', a weapon forged by the mad mage Irikiel during the days of the Goblin Wars, and used by the Prince of Thelomen. He fell during the last siege of the capital of Cron Shander, which showed the final defeat of the goblin armies. The prince fell, and the sword was presumed lost amids the heaps of bodies"</p><p></p><p>Then, even though in statistics it is still the same +1 weapon, it is now suddenly something to ooh and aahh about.... It's all in the roleplaying, and how you present the items that are found...</p></blockquote><p></p>
[QUOTE="Whisper72, post: 1438018, member: 17339"] Well, whether PC's ooh and aah over a weapon is not so much related to the plus itself, as well the whole look and feel of the campaign. As you state, many magical items either produce effects which are not necessarily that unique, or which are not necessarily very flashy as magical effects go. A side note on that first off though. 5% more or less increase seems trivial, but over the course of many fights, small points make a big difference. Look at it this way. A +1 to a dagger, essentially increases the BAB by one. This is the same as an additional level for a fighter type, or three levels of experience for a mage type to get the same effect without magical aid. Similarly, if the campaig furthermore has restrictions on technology (i.e. plate mail is too advanced, the best armor weaponsmiths can make is chain mail), then a few plusses to armor make a big difference. As for the look feel thingy, if you just tell the players 'oh you find a sword which happens to be a bit sharper then normal, if you detect magic on it, it radiates faintly', do not expect ppl to ooh and aah. If the PC's must go to some sage who tells the PC's: "Ahh... this is the famous 'Goblin Render', a weapon forged by the mad mage Irikiel during the days of the Goblin Wars, and used by the Prince of Thelomen. He fell during the last siege of the capital of Cron Shander, which showed the final defeat of the goblin armies. The prince fell, and the sword was presumed lost amids the heaps of bodies" Then, even though in statistics it is still the same +1 weapon, it is now suddenly something to ooh and aahh about.... It's all in the roleplaying, and how you present the items that are found... [/QUOTE]
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