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Mearls: The core of D&D
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<blockquote data-quote="Ultimatecalibur" data-source="post: 5603573" data-attributes="member: 59539"><p>Sure, your "bane bow" is interesting to you right now, but that is mostly from the fact that it is unusual. If every weapon did that or something similar you would consider it boring as well.</p><p></p><p>The problem of +1 magic weapons being boring comes from +1 magic weapons being the norm. If non-magical/non-special weapons are the norm seeing a +1 weapon becomes exciting.</p><p></p><p>The best way I've seen this illustrated is from a letter in Dragon talking about what happened in a 2e Darksun game. In the letter, the writer talks about what happened when his party found a steel dagger for sale in a bazaar. A long story short, the party hatched a crazy scheme to steal the dagger, almost succeeded but ultimately failed after some poor dice rolls. </p><p></p><p></p><p></p><p>I've actually spent a lot of time trying to figure out where the "Wow!" factor of items come from, and let me give you a hint: the "Wow!" factor always comes from making the item stand out.</p><p></p><p></p><p></p><p>Inherent bonuses did not open "Wow!" options like a character wielding family heirlooms up. They already existed, and there were a dozens of different ways to do them already. The first character could have just as easily started with 'the sword of his grandfather, and the armor his father smelt for him before he left on his adventures' and had them enchanted progressively better as he gained more and more money.</p></blockquote><p></p>
[QUOTE="Ultimatecalibur, post: 5603573, member: 59539"] Sure, your "bane bow" is interesting to you right now, but that is mostly from the fact that it is unusual. If every weapon did that or something similar you would consider it boring as well. The problem of +1 magic weapons being boring comes from +1 magic weapons being the norm. If non-magical/non-special weapons are the norm seeing a +1 weapon becomes exciting. The best way I've seen this illustrated is from a letter in Dragon talking about what happened in a 2e Darksun game. In the letter, the writer talks about what happened when his party found a steel dagger for sale in a bazaar. A long story short, the party hatched a crazy scheme to steal the dagger, almost succeeded but ultimately failed after some poor dice rolls. I've actually spent a lot of time trying to figure out where the "Wow!" factor of items come from, and let me give you a hint: the "Wow!" factor always comes from making the item stand out. Inherent bonuses did not open "Wow!" options like a character wielding family heirlooms up. They already existed, and there were a dozens of different ways to do them already. The first character could have just as easily started with 'the sword of his grandfather, and the armor his father smelt for him before he left on his adventures' and had them enchanted progressively better as he gained more and more money. [/QUOTE]
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