Thoughts on reducing magic item landfills

Delemental

First Post
I've been contemplating the way magic items are usually handled in D&D. It seems to me that many campaign worlds, especially the high-magic ones, must be littered with magical swords, armor, and other gear that adventurers have dropped as they find better goodies. Sometimes, this bothers me. It seems to encourage a very casual attitude toward magic items.

I tend to prefer the way magical items were handled in the Earthdawn system. That was also a high-magic system, but many magic items were designed to increase in power as you did. Basically, you would have to spend some xp to increase the item's power level, with higher levels requiring more xp. You'd usually also have to know specific information about the item, such as the name of the item itself, or who created it, or what hero first used it. Some of the more potent items also required quests to be completed to raise their power past a certain point.

Going back to D&D, I noted the other day that the current rules do support adding new abilities to an existing magic item (you pay the difference in cost, so it would cost 6000 gp to make a +1 sword into a +2 sword).

Anyone ever successfully used any sort of 'progressive power' system for the magic items in their D&D campaign? To me, the appeal would be:

1. The number of permanent magic items in existence in a world could be reduced without compromising a character's performance.

2. It would encourage characters to keep their original equipment throughout their career ("This is my father's sword, and his father's before him"). Rather than dumping items the minute something better shows up ("'Sure, Excalibur's a nice sword,' said King Arthur, 'but this one here will set things on fire!'"). While this isn't really a game-breaking issue, it does help if you're aiming for a more epic or story-based feel to your game.

3. It could possibly relieve the xp burden on casters with item creation feats. Though not in the core rules, I could see house rules implemented that would allow someone to spend their own xp to increase an item's power. For example, you either pay the full cost in gold, or pay half that and also spend xp as if you were making the item yourself (1/25 of the difference). So the +1 sword upgraded to a +2 sword would either cost you 6000 gold, or 3000 gold and 240 xp. Actually, I'd probably double the xp cost in these cases, just so casters who take item creation feats still have an advantage. I also wouldn't let characters turn nonmagical items into magical ones with this method (again, reserving that privilege for those who take item creation feats).

4. Using some sort of 'spend your own experience to boost your items' system, it would also allow characters to inherit gear from their ancestors without either having something that's way too powerful ("Starting your career as an adventurer, son? Here, take my +4 Shocking Burst Keen Ghost Touch longsword!") or having something that will quickly become useless ("The balor seems unaffected by your uncle's trusty masterwork flail").

There would be disadvantages, of course: not every magic item will work under this system (armor and weapons, yes, but a Figurine of Wondrous Power?) and you'd have to reduce the potential for abusing the system. It also makes those sundering/disintegrating bad guys even more annoying.
 

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I allowed characters in my game to increase their item's power by either expending xp (1 xp = 5 gp value) or "sacrificing" other magical items (equal value). No feat, no mandatory xp penalty. It gave me much more flexibility in assigning treasure (all of the orcs could have +1 swords without, post-massacre, the PCs passing them onto the local militia), the players's got the weapons they wanted, and since I kept an eye on total treasure values, nothing was wildly overpowered. Improving a weapon (or armor, or other item) meant giving up something else.

A +3 figurine of wondrous power may not mean much...until you give it a 14 intelligence and the ability to self-activate. :-)

Cheers
Nell.
 

Ay...ubiquitous magic, how I loathe thee...

I'm mainly of the camp that says that if you're going to include magic items in your game, they need to be one-of-a-kind, and/or at least have a history that ties in with the world.

Who created the item? Why was the item created? Who were the people who used the item in the past, and what did these people use the item for? What major quirks and significant drawbacks did it pick up as it passed from user to user? And if it's a weapon, what is its name?

In addition to unlocking the power of said items Earthdawn-style, stuff like this also provides these items with a place in the world and a value that goes beyond simple numerical game-terms. And BTW, game-terms are something that should be avoided like the proverbial plague when describing magical items in general.
 

Wasn' there an article in Dragon from not so long ago about leveling your weapon? I thought I had it, but when I looked through my pile of Dragon magazines, I coulnd't find it :(

Slim
 

Magic Slim said:
Wasn' there an article in Dragon from not so long ago about leveling your weapon? I thought I had it, but when I looked through my pile of Dragon magazines, I coulnd't find it :(

Slim

Yes. I'd have to dig through my stack to tell you which issue, but I've used them in my game and really liked what it added to the game and to the characters. Not that it's the only way to make magic items interesting. I'm also a firm believer in one-of-a-kind magic items rather than factory items.

Plus a player learned a valuable lesson: Lust for power can be deadly. He had a claw bracer that he could expend XP to advance, but we agreed that it only made sense that he could advance it if he used it. So he got into a battle where he used it instead of a higher-damage weapon and wound up dead.

But it's a story we still like to relive. It's the greatest kind of tragedy: that of hubris.
 

I am a big fan of the leveling up of items but it is also important for a DM to limit the giving of the magical wealth out, if the DM wants a player to have a magical weapon he/she should design the appearance of the weapon to appeal to the player. In a high magic world the items found should be common items for the most part, damn, another fire starter or hot plate.
 

IIRC, there is a system in Orential Adventures that allows PC Samurai to level up thier weapons. I don't have the book so I don't recall the specifics of how it's handled but it was something about the samurai giving up gold at a shrine to level up his katana.
 

Dragon 289 pg 56.

This is why I have my DragonDex (tm). Just went thrugh all my old issues one rainy sunday, noted the interesting articles and lsited them on a word processor. Search by the ultra-hi-tech method of ctrl-F :)

Midnight uses a simplified version of leveled-item system.
 



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