D&D 5E Magit Item: Guiding Blade

It matters a bit. It helps determine how many will pop up in the games. A very rare item may be encountered in a sketchy shop, but an artifact would be more likely to be found in a hidden magic vault of an dead king or something. If there is only 1 or 2 of it, or if there is a larger undetermined number. That sort stuff.
Well, which of those ways do you intend to use the item?

What I mean is, you probably already know how you intend to use it, right? And you really ought to use that way no matter whether you classify it or not. And it would be kind of silly to classify it in a way that would prevent you from using it that way.

To you, to your game, the classification doesn't seem to matter.
 

log in or register to remove this ad

To you, to your game, the classification doesn't seem to matter.

Kind of. I am one of several DMs doing seperate campeigns that affect each other, and I need to pass it by the others to make it cannon in our variant of things. However, while they like the idea, they have their own campeigns, ideas, and actual lives to deal with to prevent them from helping me too much with my mad schemes.

It seems like most of the magic items we come up with are legendary or artifacts, most of which never actually are found (what are the chances of stumbling accross or even finding after long searches the powerful artifacts of a dozen dead kings in one stretch of games?). I've been trying to come up with items that while still uncomon would be believable that the party manages to aquire them. This sword was fiund in a rather unusual circumstance, so this one I wouldnt be too distressed making an artifact, but that means I probably wont be giving this player many more super special items any time soon.
 

I get what you're saying, now.

It's rather different than I do things. Not the multiple DMs part. We do that too, although we don't actually run things by each other for approval.

But for making up magic items, I do it rather differently it seems. Pretty much every item I've made winds up in a player's hands, often because I define it's properties after they find it, or because I make it for a hoard they're on the verge of finding.
 

Remove ads

Top