Stock magic items are not special

Quasqueton

First Post
After the first year of my D&D gaming "career", the magic items as found in the DMG (AD&D1, AD&D2, or D&D3) have not been really all that awe-inspiring. [Not counting artifacts/relics that were to regular magic items what the gods were to regular monsters.]

I mean, to any experienced D&D Player, a +2 sword is not special. A cloak of elvenkind is not amazing. A girdle/belt of giant strength is not awesome. They are tools of the adventuring trade. Sure, a +2 sword is better than a non-magical sword, and a cloak of elvenkind makes hiding easier, and a belt of giant strength makes for better damage on the monsters you fight. But they haven't been "mysterious and wonderous" items for many, many years. And once known and familiar, a DM cannot get the knowledge and feeling out of a Player's head no matter how hard he tries.

The items that did/do impress me and other Players were/are those that were unique or created by the DM. Magic items with properties/abilities beyond/different from what the stock items in the book had. They didn't even have to be particularly powerful; just different, unique, interesting.

I remember reading in awe about 7(?) magic swords of the Forgotten Realms in an old Dragon magazine -- Ilbratha, Susk, Albruin, etc. I made several similar magic items for my campaign world, with histories and abilities not found in the books. And the items were always identifyable (by sight) as something unusual and special.

I mean, a stock +2 sword can look like just about any other mundane, but masterwork, sword. If it glows, that is evidence of its magical enhancement. To a PC, a stock +2 sword isn't really all that great, even when the DM *wants* it to be special. No matter how rare a DM makes magic items in his world, and no matter how much he plays up the "rare, mystical, and wonderous" description of it, Players feel the same way about a +2 sword in his campaign as they do in any monty haul campaign. It is a +2 sword -- it adds 2 to attack and damage rolls; it can harm monsters with DR X/magic; etc. They've seen this same sword in other games and campaigns throughout their D&D career. Even if you give the sword a name and history, it is still just a stock +2 sword.

But a +1 sword that talks, and/or senses the presence of enemies nearby, and/or can change its metallurgical composition (become silvered, adamantine, cold iron, etc.) is different, unique, neat, and cool. Add in a physical description that makes the sword look interesting, identifiable, and unique, and you've got a magic item that the Players will show awe over. A frostbrand made of ice as hard as steel, and steams in warm air. A cloak that makes shadows around it visibly move and shift even when not being used to hide.

Even simple and semi-useless powers can make a magic item interesting enough to be special to jaded Players. Plate armor that can change color to match the wearer's mood. A statue of a jester that changes poses everytime you look away from it. An ioun stone that giggles or gasps or shouts "hooray" to your spoken words.

This is why I allow PCs to buy and sell stock magic items in my campaign. I'm not going to pretend that my experienced Players are awed by gauntlets of ogre power, or are impressed by a flaming sword. Just like they aren't going to be shocked and surprised when the big, burly warrior they are fighting suddenly roars and goes all beserk. They know what a barbarian's rage is, it would be silly of me to think it would shake them.

But if the enemy draws a sword that starts singing battle chants and gives its wielder and allies a bonus like a bard's song, they'll go, "Whoa, that's unsual. I want that sword."

Quasqueton
 

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It's all in presentation. If you as DM just go it's a +1 sword then expect that at some point the players will get bored with them. But if the +1 sword has a highly crafted hilt of the Baron of Dangard who was a pasifist and destroyed all the weapons bearing his crest, it becomes more interesting. You don't have to give the sword cool powers to make it interesting. It can be interesting in design, function, history, etc.
 

It's all in presentation. If you as DM just go it's a +1 sword then expect that at some point the players will get bored with them. But if the +1 sword has a highly crafted hilt of the Baron of Dangard who was a pasifist and destroyed all the weapons bearing his crest, it becomes more interesting. You don't have to give the sword cool powers to make it interesting. It can be interesting in design, function, history, etc.
But at some point, the PCs are going to identify the item, or are going to figure out its power through normal, repeated use. Regardless of its background/descriptive "fluff", they will still realize it is just a +1 sword.

For experienced/jaded Players, a magic item needs something more than just fluff to be interesting and desired and cool. The function part is the important part to impress Players beyond their first campaign.

Quasqueton
 

Crothian said:
It's all in presentation. If you as DM just go it's a +1 sword then expect that at some point the players will get bored with them. But if the +1 sword has a highly crafted hilt of the Baron of Dangard who was a pasifist and destroyed all the weapons bearing his crest, it becomes more interesting. You don't have to give the sword cool powers to make it interesting. It can be interesting in design, function, history, etc.

That's fine in theory, but in practice- well, there's just so much other stuff to figure out and keep track of. And it wouldn't matter to the players, anyway. The rule books don't treat +1 swords as being all that special, and neither do they.

But I don't sweat it any more, it's just the way the game works. In D&D 3.x, magical items are just gear, the same way cyberware is in a cyberpunk game.
 

experienced does not equal jaded. D&D assumes a certain level of magic and as a DM it would take a bit of extra work to make all of that magic unique and interesting to the jaded players. Of course, it will only be so long before they get jaded at that and the DM will have to do more and more work. The problem is the jaded players, not the bland magic.
 

But I don't sweat it any more, it's just the way the game works. In D&D 3.x, magical items are just gear, the same way cyberware is in a cyberpunk game.
I hold that this has been true through *all* editions of D&D. Expert (after the initial newness of Basic), AD&D1, AD&D2, and D&D3. Players didn't become jaded with the appearance of D&D3.

Quasqueton
 

hexgrid said:
That's fine in theory, but in practice- well, there's just so much other stuff to figure out and keep track of. And it wouldn't matter to the players, anyway. The rule books don't treat +1 swords as being all that special, and neither do they.

If the DM treats them as special and the campaign world treats them as special, then they become special. And what I suggested was not a theorry, it is in practice at my gaming table.
 

Quasqueton said:
But at some point, the PCs are going to identify the item, or are going to figure out its power through normal, repeated use. Regardless of its background/descriptive "fluff", they will still realize it is just a +1 sword.

Which, if the GM is crafty, can lead them into all sorts of adventures. I mean, there's a reason the Baron destroyed the swords, so that sword is special even if that's not reflected in the game mechanics. Maybe it was a geas - the Baron will not die save he is killed with a sword bearing his crest. Now the sword's necessary for them to kill the undead lich-Baron, even though it's "just a +1 sword".

J
 

drnuncheon said:
Which, if the GM is crafty, can lead them into all sorts of adventures. I mean, there's a reason the Baron destroyed the swords, so that sword is special even if that's not reflected in the game mechanics. Maybe it was a geas - the Baron will not die save he is killed with a sword bearing his crest. Now the sword's necessary for them to kill the undead lich-Baron, even though it's "just a +1 sword".

J

amazing what a little creativity can do with a measly +1 sword......
 

drnuncheon said:
Which, if the GM is crafty, can lead them into all sorts of adventures. I mean, there's a reason the Baron destroyed the swords, so that sword is special even if that's not reflected in the game mechanics. Maybe it was a geas - the Baron will not die save he is killed with a sword bearing his crest. Now the sword's necessary for them to kill the undead lich-Baron, even though it's "just a +1 sword".
Right, that's not only a magic item, that's an important plot device.

Of course, if even 1/5 of the permanent magic items become plot devices, you'll soon be swamped in plots.
Which isn't a bad thing AFAIC, :D but some players desire more closure than that.

Heck, even items that aren't magic items per se can (and often should) become plot devices of this sort. The only way to slay a certain master vampire might be piercing his heart (well, his chest above right above his heart) with the thorn of a rose that only grows in the soil where the people of his home village were buried after he slaughtered them when much of the village celebrated his birthday a few centuries ago, unaware that he had become a horrible monster.
 

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