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*Dungeons & Dragons
Martial Practice : Blood Demand
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7033319" data-attributes="member: 82106"><p>Well, D&D's magic system is rooted in being a reward mechanism. Obviously if every time you found an item you couldn't use it, then it wouldn't be a very useful subsystem.</p><p></p><p>Beyond that though, I think there's PLENTY of precedent in myth and legend for items that can be used by whomever picks them up. However, these stories are so different in character from D&D adventures, that the whole character of the thing is just not the same at all. Anyone MIGHT wield the sword that Beowulf uses to kill Grendel, but heroes are unique, they aren't made by having a certain sword. The sword is just a token or plot device in the story, its not meant to be read as being a commodity.</p><p></p><p>Obviously there are plenty of items that ARE special to their owners as well, but I never saw that as being really a difficult thing to handle in D&D. There are 2 ways to think about it. One would be to have versions of actual items that you give to the bad guys, or whomever, that just don't work for anyone else. Another way would be to simply explain the supra-mundane abilities of an NPC or monster as being the result of having some kind of unique personal item. You can see this later technique at work with Githyanki and Death Knights, who have special swords. </p><p></p><p>I'd say 4e is pretty well suited to dealing with this stuff. You can even allow for such items as a form of treasure that can be disenchanted to produce useful residuum. Its just color, but it is a nice touch.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7033319, member: 82106"] Well, D&D's magic system is rooted in being a reward mechanism. Obviously if every time you found an item you couldn't use it, then it wouldn't be a very useful subsystem. Beyond that though, I think there's PLENTY of precedent in myth and legend for items that can be used by whomever picks them up. However, these stories are so different in character from D&D adventures, that the whole character of the thing is just not the same at all. Anyone MIGHT wield the sword that Beowulf uses to kill Grendel, but heroes are unique, they aren't made by having a certain sword. The sword is just a token or plot device in the story, its not meant to be read as being a commodity. Obviously there are plenty of items that ARE special to their owners as well, but I never saw that as being really a difficult thing to handle in D&D. There are 2 ways to think about it. One would be to have versions of actual items that you give to the bad guys, or whomever, that just don't work for anyone else. Another way would be to simply explain the supra-mundane abilities of an NPC or monster as being the result of having some kind of unique personal item. You can see this later technique at work with Githyanki and Death Knights, who have special swords. I'd say 4e is pretty well suited to dealing with this stuff. You can even allow for such items as a form of treasure that can be disenchanted to produce useful residuum. Its just color, but it is a nice touch. [/QUOTE]
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