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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
When should our warriors see their first +1 longswords?
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<blockquote data-quote="Mistwell" data-source="post: 6288888" data-attributes="member: 2525"><p>Why is that a problem? It has a name, an origin, a minor power, perhaps a minor drawback, this all feeds role playing and character development and possibly an adventure plot. Why would that be a problem?</p><p></p><p></p><p></p><p>See, that to me is much more interesting that trying to just sell the trident for a quick buck that is forgotten after the next adventure.</p><p></p><p></p><p></p><p>I would say the current playtest package treats them in very interesting ways</p><p></p><p></p><p></p><p>It also deals with this issue. You don't get beyond +1, except for a few extremely rare items.</p><p></p><p></p><p></p><p>You're basing all of this on the assumption the weapon is surpassed later by a more powerful weapon. That's not how bounded accuracy works, and it's not how 5e appears to work. There is no +5 weapon. You don't get increasingly more powerful weapons over time.</p><p></p><p></p><p></p><p>Right. There is no +2 sword. That's not how this edition seems to be going.</p><p></p><p></p><p></p><p>Again, have you read the 5e rules for magic items such as these? They DO do something outside of a limited scope of detecting. You should read them.</p><p></p><p>In my current game, based purely on random rolls, we have these three items:</p><p></p><p>Azril Helmcleaver: This hardened true-silver battleaxe is of ancient Dwarven make. It bears ruins of power along the shaft, and gives off a silvery-blue sheen when exposed to moonlight. This battleaxe must have belonged to a leader of the dwarves. In addition to striking truly (+1 attack and damage), it imbues an unusual trait on the bearer: he can cause his voice to carry clearly for up to 500 feet. Unfortunately, this battleaxe does have one side effect. The item’s bearer tends to become obsessed with material wealth, increasingly so the longer he owns it.</p><p></p><p>Glaive: It bore Elvish design, with a variety of leaf-like patterns along the blade. It seemed lighter than expected, and a bit more flexible than a normal glaive (+1 attack and damage). Along the hilt was the symbol of a known Elvish mage known as Marian Darksbane. Luther also discovered a small word carved into the weapon, "Áre". When spoken, the glaive would light up, with bright light for a 10' radius and an addition 20' of dim light [Two plot points there - Marian Darksbane, and the foe who had it, and how he got it].</p><p></p><p>Leather Armor: This leather armor is of exotic design. It is covered with seashells that are sunk into the leather, and seem as hard as rock to the touch. Where metal buckles would normally be found, a worked pinkish coral is instead, similarly hard as steel (the armor is +1). The mage determines, after a variety of rituals and study in his tomes, that it hails from the Elemental Plane of Water, from a sect of magical users that are not known to him. Anyone wearing the armor will float well while in a body of liquid (advantage on any Strength: Swim checks while wearing it). However, for some unknown reason, the armor also makes it's wearer unduly confident - feeling a sense of invulnerability while wearing it (though such a sense is not overwhelming and still subject to normal logic - like being hit as a sign it's not indeed invulnerable). Perhaps there is some story as to why this urge was placed within the magical energies of the ritual which crafted the armor to begin with.</p><p></p><p>So far, for our game, this system works much better than the disposable +1 Long Sword method that was common in some prior games.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6288888, member: 2525"] Why is that a problem? It has a name, an origin, a minor power, perhaps a minor drawback, this all feeds role playing and character development and possibly an adventure plot. Why would that be a problem? See, that to me is much more interesting that trying to just sell the trident for a quick buck that is forgotten after the next adventure. I would say the current playtest package treats them in very interesting ways It also deals with this issue. You don't get beyond +1, except for a few extremely rare items. You're basing all of this on the assumption the weapon is surpassed later by a more powerful weapon. That's not how bounded accuracy works, and it's not how 5e appears to work. There is no +5 weapon. You don't get increasingly more powerful weapons over time. Right. There is no +2 sword. That's not how this edition seems to be going. Again, have you read the 5e rules for magic items such as these? They DO do something outside of a limited scope of detecting. You should read them. In my current game, based purely on random rolls, we have these three items: Azril Helmcleaver: This hardened true-silver battleaxe is of ancient Dwarven make. It bears ruins of power along the shaft, and gives off a silvery-blue sheen when exposed to moonlight. This battleaxe must have belonged to a leader of the dwarves. In addition to striking truly (+1 attack and damage), it imbues an unusual trait on the bearer: he can cause his voice to carry clearly for up to 500 feet. Unfortunately, this battleaxe does have one side effect. The item’s bearer tends to become obsessed with material wealth, increasingly so the longer he owns it. Glaive: It bore Elvish design, with a variety of leaf-like patterns along the blade. It seemed lighter than expected, and a bit more flexible than a normal glaive (+1 attack and damage). Along the hilt was the symbol of a known Elvish mage known as Marian Darksbane. Luther also discovered a small word carved into the weapon, "Áre". When spoken, the glaive would light up, with bright light for a 10' radius and an addition 20' of dim light [Two plot points there - Marian Darksbane, and the foe who had it, and how he got it]. Leather Armor: This leather armor is of exotic design. It is covered with seashells that are sunk into the leather, and seem as hard as rock to the touch. Where metal buckles would normally be found, a worked pinkish coral is instead, similarly hard as steel (the armor is +1). The mage determines, after a variety of rituals and study in his tomes, that it hails from the Elemental Plane of Water, from a sect of magical users that are not known to him. Anyone wearing the armor will float well while in a body of liquid (advantage on any Strength: Swim checks while wearing it). However, for some unknown reason, the armor also makes it's wearer unduly confident - feeling a sense of invulnerability while wearing it (though such a sense is not overwhelming and still subject to normal logic - like being hit as a sign it's not indeed invulnerable). Perhaps there is some story as to why this urge was placed within the magical energies of the ritual which crafted the armor to begin with. So far, for our game, this system works much better than the disposable +1 Long Sword method that was common in some prior games. [/QUOTE]
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When should our warriors see their first +1 longswords?
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