Great story, Eric! The magic of bowhammer is exactly the type of magic that a magic item should convey. It should be useful and innovative, offering options. The +X type of things ought to simply be built into character development because finding yet another +1 sword is not very enthralling. But finding a sword that fires short-range bolts of fire is exciting and adds additional options to the PCs' tactics.I recall an article in Dragon magazine during AD&D 2nd ed days about mundane magic items. Magic items that weren't all about pluses. I grabbed a handful out of that article and put them as treasure for my PCs back then.
Wish I could recall the article and the issue, but one of the all-time group favored magic items was a plain old bow that could switch to bludgeon damage when the wielder desired. That's all it did. Called "bowhammer", the version I gave the group had no pluses. As I said, the group loved it more than weapons with piles of pluses.
The entire article though was such inspiration for magic items that weren't out of this world but still innovative and flavorful.
"4e allowed for inherent bonuses so you did not need +X magic items in your game if you did not want them."
I think this sort of misses the point of the thread. Let us put aside for the moment that inherent bonuses was an option in the DMG2 (and primarily intended for use in Dark Sun) and not the DMG.
Historical clarification just to make sure this is not misunderstood later. While the explicit "inherent" bonus did not occur until DMG 2, it was widely understood at launch that you could make up your own bonus to do this. Mearls even mentioned it in an article before launch, that it would take a person moderately familiar with the system all of five minutes to house rule the necessary items completely out of the game. This got called various things by various people. Most people seemed to have settled on "awesome" bonus for it, before DMG 2.
Either way, with items or without you are still on a bonus treadmill and have to keep up in order to be of any use. How bout ditching the need for tons of tems OR 'just because' bonuses and reducing overall numbers bloat?
But it does get mathematically untenable the further you go, which of course is true of any version with +N weapons where they aren't present.
Historical clarification just to make sure this is not misunderstood later. While the explicit "inherent" bonus did not occur until DMG 2, it was widely understood at launch that you could make up your own bonus to do this. Mearls even mentioned it in an article before launch, that it would take a person moderately familiar with the system all of five minutes to house rule the necessary items completely out of the game. This got called various things by various people. Most people seemed to have settled on "awesome" bonus for it, before DMG 2.
"So how do you balance items like this anyway if there is not a WBL guideline?"
My whole point is that you do not need a WBL guideline at all, and such a chart is misleading in the first place. What there needs to be instead is an extensive discussion in the DMG of appropriate treasure rewards for appropriate challenges, the effects of certain magic items on the game, and ways to manage PC inventory so that magic items remain both cool and impressive, but not something that is going to throw game balance out of whack.
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But the designers need to avoid a "one-size fits all" chart that gives the perception that a certain amount of wealth equals a certain amount of power and that only that amount of wealth is fair. If there even is a chart at all (and I am not sold on the idea that there needs to be one in this regard), it should be less specific and give very broad guidelines.
While a +2 sword is cool (I grew up on AD&D back in the day), a flaming sword is more cool.
Does a Dagger of Returning need a +1 to be cool?
Would a Mace of Disruption be useless without a +2?