Ugh... the "cloak of resistance" was the worst culprit. With others, you could at least describe the effects... bark-like skin, an invisible force protecting your vitals, fire effects on your blade, etc.
That cloak had to simultaneously make you faster, hardier and mentally fortified... all without the other normal things that come with it (initiative, hitpoints or mental skills/magic).
What does the cloak do? Is there a little angel that pushed you out of the way? Did it absorb some of the effects.. from poisons to fireballs to mind controlling spells? It's like it's assumed that everybody should just kind of ignore that fact and go on their merry way with a nice blanket +5 to all saves.
Anyways...
As for the other side of the spectrum (what to do with magic items to make them cool again), here's some ideas I've been thinking for weapons:
Instead of just tacking on more damage, add more effects. Let a Firetongue sword cause a Burn effect. Let an Icebrand cause staggered-like conditions. Let a Lightning Rod cause nauseated sensations.
Instead of "what flavour of 1d6 damage bonus do you have", each weapon will feel unique and give the player a new tactical option in combat.
This makes getting a "magic sword" far more memorable and unique, and you are willing to keep it around even if you have something else that is usually better: because you never know when you want to set something on fire, or make someone unable to cast spells, etc.
The "golf bag" syndrome was only a problem because it was a list of artificial necessities, not because it was a list of varied options. Having a golf bag of tools is actually fun in gameplay... just look at the wizard.
That cloak had to simultaneously make you faster, hardier and mentally fortified... all without the other normal things that come with it (initiative, hitpoints or mental skills/magic).
What does the cloak do? Is there a little angel that pushed you out of the way? Did it absorb some of the effects.. from poisons to fireballs to mind controlling spells? It's like it's assumed that everybody should just kind of ignore that fact and go on their merry way with a nice blanket +5 to all saves.
Anyways...
As for the other side of the spectrum (what to do with magic items to make them cool again), here's some ideas I've been thinking for weapons:
Instead of just tacking on more damage, add more effects. Let a Firetongue sword cause a Burn effect. Let an Icebrand cause staggered-like conditions. Let a Lightning Rod cause nauseated sensations.
Instead of "what flavour of 1d6 damage bonus do you have", each weapon will feel unique and give the player a new tactical option in combat.
This makes getting a "magic sword" far more memorable and unique, and you are willing to keep it around even if you have something else that is usually better: because you never know when you want to set something on fire, or make someone unable to cast spells, etc.
The "golf bag" syndrome was only a problem because it was a list of artificial necessities, not because it was a list of varied options. Having a golf bag of tools is actually fun in gameplay... just look at the wizard.