FitzTheRuke
Legend
I would like to see a suite of effects that items can be given that work similar to magical enhancements, but are fluffed as non-magical.
(For example, in 4e, there was a magic axe that had a power that allowed you to knock an opponent prone once per encounter. In a non-magical game I gave it to a player and called it a "Bearded Axe" - you would hook the beard on an opponent and throw them prone. Nothing magical about that.)
I tend to find that minor magical enchantments are nearly always easy to come up with non-magical fluff. To my mind, those sorts of enchantments SHOULD be non-magical, giving the game a range of low-magic before it gets into bigger magic at higher levels. I mean, what's so magical about a +1 bonus? It could just as easily be a well-made item.
Those sorts of things should be crafted. And to a lesser extent, bought. On the other hand, I think that really powerful magic items should NOT be bought NOR crafted.
(For example, in 4e, there was a magic axe that had a power that allowed you to knock an opponent prone once per encounter. In a non-magical game I gave it to a player and called it a "Bearded Axe" - you would hook the beard on an opponent and throw them prone. Nothing magical about that.)
I tend to find that minor magical enchantments are nearly always easy to come up with non-magical fluff. To my mind, those sorts of enchantments SHOULD be non-magical, giving the game a range of low-magic before it gets into bigger magic at higher levels. I mean, what's so magical about a +1 bonus? It could just as easily be a well-made item.
Those sorts of things should be crafted. And to a lesser extent, bought. On the other hand, I think that really powerful magic items should NOT be bought NOR crafted.