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Weapons should break left and right
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<blockquote data-quote="Maxperson" data-source="post: 9776691" data-attributes="member: 23751"><p>There is no rule one way or the other, but I think it's more reasonable to think that someone is going to need to make effort to stay on a thin, moving stick. And given that it's moving a fair distance above ground, wise as well.</p><p></p><p>Yep. Though I'd go with the carpet second. It's more cumbersome, but it can carry more. Sometimes the entire party. That said, before we got on this tangent I said that I agree with you in principle. I was just giving my reasons for picking the boots over the broom. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Players if given the choice, go for practicality over interesting. Though they will go for practical AND interesting over just practical if the practicality is similar. </p><p></p><p>These are things I have tried with some success.</p><p></p><p>1. I've made magic items rare, and let the players know that. When players know that they aren't going to be finding a lot of magic items, they are much more likely to keep, use and appreciate the ones they find, even if suboptimal. That wasn't enough all by itself, though, which led me to number 2 below.</p><p></p><p>2. Because they are rare in my game, I blended them together to make better and more interesting items. Instead of finding a bunch of items like a broom of flying, an immovable rod, a sword +1 and belt of strength by level 5 or whatever, the group will find Storm Giant's Knife, a +1 longsword that grants 10 minutes of flight each day, broken up how the user chooses. It can be made to hover in place and it will not move until it's wielder commands it to come free, and once per day will raise its user's strength by +4 for 1 minute. This can take the owner's strength above 20.</p><p></p><p>The rarity plus making items interesting like that rekindled my jaded players' love for magic items. They got more excited about magic items than I've seen them in quite literally 25 years. At least the ones I've played with that long. The others were just the most excited I've ever seen them. For items like Rods of Lordly Might and whatnot, I don't mix them up with other items usually. They are powerful and interesting on their own.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9776691, member: 23751"] There is no rule one way or the other, but I think it's more reasonable to think that someone is going to need to make effort to stay on a thin, moving stick. And given that it's moving a fair distance above ground, wise as well. Yep. Though I'd go with the carpet second. It's more cumbersome, but it can carry more. Sometimes the entire party. That said, before we got on this tangent I said that I agree with you in principle. I was just giving my reasons for picking the boots over the broom. :) Players if given the choice, go for practicality over interesting. Though they will go for practical AND interesting over just practical if the practicality is similar. These are things I have tried with some success. 1. I've made magic items rare, and let the players know that. When players know that they aren't going to be finding a lot of magic items, they are much more likely to keep, use and appreciate the ones they find, even if suboptimal. That wasn't enough all by itself, though, which led me to number 2 below. 2. Because they are rare in my game, I blended them together to make better and more interesting items. Instead of finding a bunch of items like a broom of flying, an immovable rod, a sword +1 and belt of strength by level 5 or whatever, the group will find Storm Giant's Knife, a +1 longsword that grants 10 minutes of flight each day, broken up how the user chooses. It can be made to hover in place and it will not move until it's wielder commands it to come free, and once per day will raise its user's strength by +4 for 1 minute. This can take the owner's strength above 20. The rarity plus making items interesting like that rekindled my jaded players' love for magic items. They got more excited about magic items than I've seen them in quite literally 25 years. At least the ones I've played with that long. The others were just the most excited I've ever seen them. For items like Rods of Lordly Might and whatnot, I don't mix them up with other items usually. They are powerful and interesting on their own. [/QUOTE]
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