Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Magical items
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanefan" data-source="post: 4126168" data-attributes="member: 29398"><p>A few thoughts:</p><p></p><p>1. 3e magic item creation rules are beyond annoying; if 4e does away with them it could easily be the best development it achieves. PCs should not be making magic items.</p><p></p><p>2. Believability goes away all too quickly if the items in a particular adventure just "happen" to be those that are best suited to the particular PCs - the voulge-guisarme example from earlier is what I mean.</p><p></p><p>3. I've always allowed characters to "commission" creation of a magic item, usually through a wizards' guild. The PC asks if item x can be made, and if it can the guild collects half payment up front and tells the PC to come back in anywhere from a few weeks (for a simple potion or scroll) to a year or more (for something complex like a +3 Frostbrand Defender sword with a once-per-day Dimension Door) to collect the item and complete payment.</p><p></p><p>4. The idea of a magic "shop" never really flew with me, but the idea of there being some amount of trade in magic items makes loads of sense. Logically, it would happen in one of two basic ways: different adventuring parties get together and barter, or some group - the local wizards' guild (or, for weapons and armour, the warriors' guild) seems the most obvious - acts as a clearing-house. It also makes sense that just because a particular party can't use a given item doesn't mean nobody can - somebody somewhere is proficient in that wacko weapon you just found, and has the money to buy it; all you have to do is find her. <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>4a. The only time a magic shop *does* make sense is if it is acting as a fence for the local Thieves' guild, selling the magic items that the guild members have managed to steal.</p><p></p><p>5. Magic really should be easier to break/destroy/blow up than 3e has it. 1-2e had it right, even if the rolling sometimes goes on all night to sort out the cascading destruction. <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=":)" /> That way, the players can more often have the fun of discovering new stuff and finding out what it does... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4126168, member: 29398"] A few thoughts: 1. 3e magic item creation rules are beyond annoying; if 4e does away with them it could easily be the best development it achieves. PCs should not be making magic items. 2. Believability goes away all too quickly if the items in a particular adventure just "happen" to be those that are best suited to the particular PCs - the voulge-guisarme example from earlier is what I mean. 3. I've always allowed characters to "commission" creation of a magic item, usually through a wizards' guild. The PC asks if item x can be made, and if it can the guild collects half payment up front and tells the PC to come back in anywhere from a few weeks (for a simple potion or scroll) to a year or more (for something complex like a +3 Frostbrand Defender sword with a once-per-day Dimension Door) to collect the item and complete payment. 4. The idea of a magic "shop" never really flew with me, but the idea of there being some amount of trade in magic items makes loads of sense. Logically, it would happen in one of two basic ways: different adventuring parties get together and barter, or some group - the local wizards' guild (or, for weapons and armour, the warriors' guild) seems the most obvious - acts as a clearing-house. It also makes sense that just because a particular party can't use a given item doesn't mean nobody can - somebody somewhere is proficient in that wacko weapon you just found, and has the money to buy it; all you have to do is find her. :) 4a. The only time a magic shop *does* make sense is if it is acting as a fence for the local Thieves' guild, selling the magic items that the guild members have managed to steal. 5. Magic really should be easier to break/destroy/blow up than 3e has it. 1-2e had it right, even if the rolling sometimes goes on all night to sort out the cascading destruction. :) That way, the players can more often have the fun of discovering new stuff and finding out what it does... ;) Lanefan [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Magical items
Top