Quasqueton said:
Conan had many swords through his career -- and nobody names +1 and +2 swords. (He prefered spending his treasure on wine and women more than powergaming his equipment.)
Conan didn't carry a succession of +1 or +2 magic weapons - he frequently lost all his gear and made do with whatever he could find. Magic weapons rare in the Conan saga.
The point about how he spent his treasure is worth highlighting - how many players do you know (other than
diaglo) spend all their loot on ale and whores? No, most of them are saving for a +4
glittering bursting keen vorpal sword of wounding badassness or the
staff of limitless broken metamagic enhancements.
JoeGKushner said:
I know one of Conan's magical swords was the Phoenix Blade. He needed it to kill some weird critter in one of the old Robert E. Howard tales. Was that the one where he was visited by the dead wizard?
That sounds right.
Throughout the stories he rarely uses magic, however, certainly far less than the average adventuring party in the default
D&D rules.
JoeGKushner said:
Don't regonize Holger Carlson or the other name.
Holger is from
Three Hearts and Three Lions - Nægling was Beowulf's heirloom sword, the one he broke on the dragon's head.
JoeGKushner said:
But if you look at other mythologies, like Norse, yeah, they had magical swords, helmets, armor, and even fought more mythical monsters than the typical Conan story.
My point exactly - if the
D&D game I want to run is closer to Conan in terms of feel, the default levels of magic need to be tweaked. I can homebrew it, or use some of the resources you mentioned earlier in the thread, but in any case the assumptions built into the game-system must be addressed. The suggestions by other posters that magic is not built in, or that it's not highly prevalent, based on the core rules is simply incorrect, IMHO.
JoeGKushner, I agree that a +1 magic sword and a +1 masterwork weapon are functionally equivalent, but I would much rather create a border patrol armed with masterwork swords and bows than magic weapons to keep that feel of magic being special and unusual. I also like to use singular items with significant histories, as I believe you suggested earlier.
Quasqueton said:
In the chapters on world-building and campaign creation, and in the dozens of variant rules provided throughout the core rule books - and that's without bringing in
Unearthed Arcana or the splatbooks.