This sounds like the classic Superman vs. Batman debate. I'm a Batman fan myself, and while in a head up fight there really is no competition...I also believe, given the right equipment and his own creativity Batman will beat Superman. Even though by all measurements, Superman is inherently superior to Batman.
Eh... I half agree with you.And would a hobbit without Sting even injure Shelob?
Don't really think so.
Aragorn wielding an ordinary sword is still a skilled swordsman, and that makes him dangerous.
Take away his sword, and Frodo wielding Anduril becomes a threat. Unless you're in a 4Ed regime, that is.
Take away his sword, and Frodo wielding Anduril becomes a threat. Unless you're in a 4Ed regime, that is.
Eh... I half agree with you.
The problem is that in books, and typically in comic books as well, magic items are intrinsic to the holder. You don't end up with Hero Joe who goes through six swords in his career, you get Hero Joe, Wielder of the AweSword, which he acquires during an early plot arc, and keeps for the entirety of his career, except for side plots where he loses the sword for some reason and then regains it.
The problem is that in books, and typically in comic books as well, magic items are intrinsic to the holder.
Also I wonder about adding the idea of "power items" to the game... EI items that only grant a bonus aren't magic, they won't detect as magic, but the grant all the same bonuses. They're basically masterwork items, created by a ritual. (Either a magic ritual or something else.)
Mechanically they'd be the same, but psychologically?
Dude, non-magical items of significance are some of the best kinds of objects out there.
The Signet Ring of the King of Undermountain, handed down from Dwarven king to Dwarven king may just be a simple circle of iron. What it represents, however, may be lordship over an entire peoples.
That huge red gem plucked from the eye of an idol may be entirely non-magical- and the "curse" associated with it is merely that the cult who claims ownership over it may never cease harrying you until they get it back and/or you're dead.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.