The Alexandrian

Posts tagged ‘d&d’

Escaping the Dungeon!

February 17th, 2009

I’m in the early stages of prepping a new fantasy campaign. One of the specific design goals is that the campaign needs to be able to handle a variable group of players. That means, for the sake of verisimilitude, it’s important that — at the end of any gaming session — the PCs are no longer in the dungeon. (In other words, they need to be in a position where it’s easy to explain why — since player X can’t attend the session — character X isn’t part of the adventure next week.)

Towards that end, I am instituting a simple rule of table etiquette. There are three ways in which a gaming session can end:

(1) The players can, at any time of their choosing, make their way out of the dungeon and end the session for the evening.

(2) As the GM I can, at any time of my choosing, announce that we will stop playing in 1 hour. If, by the end of the hour, the PCs have made their way out of the dungeon, the session ends normalyly.

(3) But if they have not made their way out of the dungeon (for whatever reason), then either (a) everyone in the session can immediately commit to another session within 7 days; or (b) the Escaping the Dungeon! tables will be used to determine their fate.

The Escaping the Dungeon! tables were designed, with a tip of the hat to Jeff Reints for the inspiration, to be used determine the fate of PCs left in the dungeon at the end of the session. At the GM’s discretion they may also be used for some wilderness situations. (For most wilderness situations, I anticipate being able to use PBeM to resolve the journey back to the home base of the PCs.)

ESCAPE CHECK

SITUATION
CHANCE OF ESCAPE
You don't know where you are.
25%
You know where you are.
50%
You have a clear and unhindered path of escape.
75%

CHALLENGE ADJUSTMENT: Adjust the chance of escape by +/- 10% multipled by the difference between the average CR of the local opposition and the level of the character. (For example, a 5th-level character facing CR 7 opponents would suffer a -20% adjustment on their chance of escape. In a classic dungeon scenario, you can make this adjustment using the dungeon level — a 5th-level character on the 3rd level of the dungeon would enjoy a +20% adjustment on their chance of escape, for example.)

SMALL COMPLEX: If the characters are attempting to escape from a lair or other small complex, increase the chance of success by 10% to 20%.

MAKING THE CHECK: An escape check is made for each character separately. There is always a minimum 1% chance of escape or failure. On a failed escape check, roll 1d10 on the Failed Escape table below.

FAILED ESCAPES

1d10
RESULT
1
You escape unharmed.
2
You escape but have been permanently altered (maimed, permanently polymorphed, replaced with a double, etc.).
3
You escape but have been injured. You suffer 1d6 x 1d6 points of damage. (If this kills you, see result #8.)
4
You have lost 1d6 pieces of equipment. Determine randomly between slots and bags. If a bag is lost, all of its contents are lost with it.
5
You have been captured, petrified, or otherwise trapped. Roll the escape percentile again to see if your comrades know where you are. If they do not, roll the escape percentile again to see if your comrades have a clue of some sort.
6
You have become lost.
7
You have been transformed into a monster (undead, lycanthrope, mind controlled, etc.).
8-9
You have died. Roll the escape percentile again to see if your comrades were able to retrieve your body. (Instead of retrieving your body, your comrades may choose to loot it and/or leave it.) If they did not, roll the escape percentile again to see if your comrades know where your body is. If they do not, there is a 50% chance that your body has been utterly destroyed.
10
Opportunity for betrayal. You can choose to either reroll on this table or betray a comrade who would otherwise escape. If you choose to betray a comrade roll 1d6 -- on a roll of 1-4, you escape and they must roll on this table; on a roll of 5-6, both you and your victim suffer the fate they roll.

DESIGN NOTES

The primary goal of this little sub-system is not to punish the players. However, it is designed to provide them with a meaningful motivation to leave the dungeon in a timely fashion. Failing that, it is designed to provide interesting consequences that (frequently) can be followed up on subsequent forays into the dungeon — whether that’s recovering lost equipment, ransoming a lost comrade, or the like.

The actual chance of outright dying, you’ll note is quite slim. If the escape check is the standard value of 50% (and it will usually be higher), then your chance of dying is only about 10% vs. a 55%

The results of the Failed Escapes table, it should be noted, are meant to be flexibly interpreted by the GM given the exigencies of the specific situation in which the PCs find themselves at the end of the session. The creation of a short fable explaining the events leading to their escape (or lack thereof) — perhaps even one garnering them with some bit of lore or insight into the dungeon complex — would not be out of place.

And, of course, the table is specifically designed to be used in a very specific type of old school inspired campaigning. In most of my campaigns I have no problem hanging out the reliable “To Be Continued” placard.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

PRELUDE 2D: THE AWAKENING – TITHENMAMIWEN

PBeM – March 5th thru 9th, 2007
The 15th Day of Amseyl  in the 790th Year of the Seyrunian Dynasty

(more…)

IN THE SHADOW OF THE SPIRE

Prelude 2: The Awakening – Tee

In which our heroine elf awakes to a welcome (yet surprising) homecoming, only to discover that things are not always what they seem and the past is not so easily forgotten (even if it has been completely misplaced)…

When I pitched In the Shadow of the Spire to my prospective players the campaign didn’t even have a name yet. Actually, it didn’t have much form at all. I only knew two things:

(1) I had pre-ordered Ptolus and it would be arriving within a couple of weeks. I already knew enough about the city to know that I wanted to run an urban-based campaign there, but I (obviously) didn’t know a lot of the details.

(2) I wanted to incorporate the Banewarrens adventure into the campaign. I first read this adventure back in 2002 and I’d been itching to run it ever since. In some ways I had actually started laying the groundwork for this campaign way back then, when the players in my original 3rd Edition campaign passed through the port city of Ptolus and saw the Spire for the first time:

Banewarrens - The Spire

(That’s a player handout modified from a DM-only reference image.)

As I started wading through the Ptolus tome and the campaign began to take shape in my mind’s eye, one of the things I realized early on was that the PCs shouldn’t be from Ptolus itself. It would be more interesting, in my opinion, if their characters were exploring the city with the same fresh eyes that they were. It would also be more disorienting (for both players and PCs) to awake with amnesia in completely unfamiliar surroundings.

Those of you who have been reading the campaign journal from the start, however, may have noticed a slight incongruity here: Tithenmamiwen is from Ptolus.

No plan, however, survives contact with the enemy… or, in this case, the players.

Actually, though, trying to push this one off on the player is a bit disingenuous on my part. Tee’s player simply came to me with the idea of playing an elf. The character concept she was discussing in general terms, however, struck off all kinds of resonance for me with the work I had just recently put into fleshing out some of the elven communities in Ptolus itself.

Taking a step back, I realized that it made more sense to tap into this pre-existing development work and use it as part of Tee’s background. I also came to the conclusion that variety is the spice of life: Yes, it was interesting to have both players and PCs coming to the city with fresh eyes. And, yes, that lack of familiarity was disorienting.

But there was also something inherently interesting in the broken homecoming experienced by Tee: She had left home for reasons she didn’t fully understand and now she was back again for reasons she didn’t even know. There was a disoriention to be found there as well, and a useful contrapuntal beat to the other characters.

This decision also had some long-term consequences that I hadn’t fully considered. For example, Tee had a greater sense of ownership in the city than the other PCs… which meant that her reputation was important to her from Day One. She needed to be able to live there when all was said and done, which meant that she helped to keep some of the more radical impulses of the group in check.

Weapons of Legacy

February 11th, 2009

Weapons of LegacyIn the comments on Sunday, Bobson mentioned Weapons of Legacy. This was almost certainly the worst supplement ever produced by Wizards of the Coast. It wouldn’t even be worth mentioning, except that the core concept (which they mangled so horribly) is actually pretty nifty. In response to Bobson’s post, I went digging around and found an old series of messages I posted to the rec.games.frp.dnd newsgroup regarding this trainwreck. I’ve reorganized and slightly rewritten these thoughts here…

THE REACTION

I’m coming kinda late to Weapons of Legacy, but I’ve got a legendary weapon that I need to give to a low-level PC and it seemed like it might be the perfect fit. So I borrowed a copy from a friend and sat down to read through it and see what I could bash out.

Wow. This is one of the worst supplements I’ve ever seen. Oh, there’s been some third-party D20 stuff that’s worse, but not by much. It reminds me of some of the worst dreck that TSR was cranking out during the darkest days of 2nd Edition.

It got off to kind of a rough start when the authors just kept repeating the same ra-ra, pom-pom cheerleading of themselves. Then the book started repeating the exact same description of what a weapon of legacy was in nineteen different forms: Yes, okay, I get it. Weapons of legacy improve as I gain levels. I read the blurb on the back cover. Can we get to the meat of the matter, please?

Then I got to the part of the system where, in order to unlock the higher level powers of a weapon, you had to perform rituals which would give you feats which… weren’t actually feats? Well, that’s pretty lame. It would have been interesting to have a mechanic where you could either (a) spend gold and XP to unlock the powers or (b) spend a feat to unlock the item’s powers, but to have a system where you get something that we’ll call a feat but which doesn’t actually work according to any of the rules which govern how feats work? Stupid. Pick a different name. Or, better yet, don’t pick any name: Instead of having rituals which give you feats which unlock powers, just have rituals which unlock powers.

Then I got to the part of the system where, in order to unlock these powers, you have to accept penalties to attack bonuses, class abilities, saving throws, and the like. What the hell? The awesome artifact of arcane power from the elder days of the universe is… making me suck? And not only that, but the penalties frequently go after the very stats that the weapon is boosting. So you’ll have a +4 weapon, but it will only effectively be a +2 weapon because it comes with a -2 penalty to attacks… and not only attacks with that weapon itself, but with ALL weapons.

(If you run the numbers, this makes a kind of pseudo-sense for some of the items described in the book: The penalty to the item’s core competency ends up making it about as effective as the item you could buy for the same price. But upon closer inspection, this doesn’t hold up: You’re spending just as much money for an item which is making you suck whenever you’re not using the item.

I can see the temptation that led to this mechanic: “Well, if you’re willing to accept a penalty for using an item, the item should cost less.” But, first of all, it doesn’t fit the purported concept behind weapons of legacy. And, secondly, it’s impossible to balance such a mechanic: Either you have the penalties target the same abilities as what the item is pumping up (which defeats the purpose) or they target other stats, in which case you’re creating a whole sub-system which exists only for the purpose of enabling min-max abuse.)

My patience with the book was finally exhausted, however, when I got to the rules for actually creating legacy items. From their own Example, this is the process: Create a basic magic item. Choose an option from Menu A. Choose an option from Menu B, since the Menu A choice can’t be taken again. Menu B selections take up two slots for every one slot that a Menu A ability would have taken. For your next selection you can select from Menu A again, but instead we’ll select from Menu C. This takes up three slots for every slot that an ability from Menu A would have taken. Now, select the penalties for using the item from tables 4-1 through 4-10…

Are you kidding me? Are you frickin’ kidding me?

THE BIG PICTURE

The basic concept behind legacy items is simple: Instead of replacing their magic items as they increase in wealth and/or power, their existing magic items increase in power with them. This means that Elric never “outgrows” Stormbringer. It also allows you to put ancient and powerful artifacts in the hands of low-level PCs without completely destroying game balance.

The most basic mechanic for accomplishing this goal is simple: As the PCs level up, a legacy item would automatically increase in power with them.

Unfortunately, this doesn’t quite work. There’s a 48,000 gp difference between the cost of a +1 longsword and a +5 longsword. So if you have a mechanic by which a +1 longsword automatically transforms into a +5 longsword — and everything else remains the same — then the PC will have an extra 48,000 gp to spend on other magical equipment (and thus unbalance the game).

When you put the problem that way, the solution becomes pretty obvious: If you want the item to improve, you still need to figure out how to impose the cost of the more powerful item in order to keep things balanced. You can’t do that upfront (because low-level PCs don’t have the cash reserves to buy a +5 longsword — if they did, they would own them already), so that means that you need to find a mechanism of imposing the cost as the item improves.

SOLUTIONS

THE BACKSTAGE SOLUTION: The PC never actually pays any additional cost. Instead, you simply adjust the amount of treasure the party receives to account for the “extra” value of the legacy item. By the time the legacy item becomes a +5 longsword, the party has been “shorted” 48,000 gp of treasure — but that’s okay, because the +5 longsword makes up for it.

There are two potential problems with this approach, one minor and one major.

The minor problem is that it requires the DM to adjust the standard treasure distribution. This isn’t a huge hassle, but it is one more thing that needs to be accounted for.

The major problem, however, arises in groups which assidiously split treasure equally. Unless the party is willing to adjust for the “lost” treasure, the PC with the legacy item will receive an unfair share of the party’s wealth. (They’ll get an equal share of all the actual treasure, but then have an extra 48,000 gp of “virtual treasure” as a result of their legacy +5 longsword.)

And thinking of it as “lost” treasure probably won’t make most players happy, either. It makes the legacy item feel like some kind of penalty.

THE SIMPLE SOLUTION: Legacy items come with pre-packaged abilities. By performing legacy rituals, characters can spend the standard XP and gold cost for enchanting the item with those abilities without the necessary Item Creation feat or any of the other prerequisites.

This is a simple, straight-forward approach. It’s guaranteed to be balanced with the core rules because it’s using the existing item creation system as a basis for its prices.

The only mechanical problem with this approach is that it leaves the PCs with little motivation to take advantage of it. It costs just as much to unlock the powers of a legacy item as it would to enchant the item with a new power from scratch. There are slight advantages to be gained (the XP cost comes from the item’s user instead of the party’s spellcaster and they don’t need a feat to do it), but I think it’s likely that most players will prefer the flexibility of getting exactly what they want instead of being locked into whatever abilities are prepackaged into the legacy item.

So you might want to consider granting a 10% or 25% discount to the XP and/or gold costs for performing the legacy rituals.

MORE COMPLEX SOLUTIONS: If you wanted to design a complex system from scratch, you might consider looking at using a system in which a character can take feats which bind them to a particular legacy item and unlock the legacy item’s abilities.

Another option (or perhaps building on the same option) would be to model certain items (intelligent or otherwise) like cohorts. The legacy items would gain XP just like cohorts and the powers of the legacy item would depend on its “level”.

WHAT ARE LEGACY ITEMS?

Let’s assume that we go with the Simple Solution I outlined above. What explanation(s) might there be for these particular mechanics:

(1) A legacy item has within it the nascent potential for a specific set of abilities.

(2) It requires both money and XP in order to unlock these abilities.

THE RITUAL OF CREATION: Legacy items are created using the standard Item Creation rules. The creator of the item must meet the prerequisites for all of the item’s potential properties, but they only pay the XP and gold piece costs associated with the basic properties of the item.

Why would someone create a legacy item? Well, it’s less taxing on the spellcaster who creates the item — they’re shifting some of the burden onto the one who will actually wield it. It also shifts the time required, which means that a single spellcaster could (for example) more easily supply magical weapons to an entire platoon of soliders. And, at the same time, the legacy rituals act as a kind of insurance policy against the items falling into enemy hands (since the enemy would need to expend their own resoruces to perform the legacy rituals anew).

One last thing to consider here: What should the market value of a crafted legacy item be? Remember that, unlike other items, legacy items can be a money sink that can never be cashed out. If the party wizard creates a +5 longsword by spending 25,000 gp and 2,000 XP that sword can be sold at a by-the-book price of 25,000 gp — recouping that gold directly back into the party’s coffers.

But if you pour the same 25,000 gp into a legacy ritual, then that money is simply gone. (22,500 gp if you use a 10% discount. 18,750 gp if you use a 25% discount.)

(On the flipside, this helps provide a motivation for the PC to keep the legacy item. Which is, after all, one of the primary reasons for having the mechanic in the first place.)

TRUE LEGACIES: The auras of magical items tend to “mix” with the auras of those who wield them. When a great hero or villain wields a weapon, for example, they leave behind indelible traces of their legacy.

Legacy rituals are designed to tap into these “greater auras” and unleash their power — but, like any mystical ritual, there are the associated costs in equipment, components, and the like.

This explanation for legacy items is more evocative, while still explaining the need for the costly rituals (that coincidentally maintain game balance).

You might consider using both explanations. Perhaps some items are possessed of true legacies, while other items are merely designed to be bound to their owners. Mechanically the two are similar, but in terms of the game world they’re quite different and distinct.

Excalibur - N.C. Wyeth (partial)

D&D — and roleplaying games in general — have always struggled with magic.

Elrond knew all about runes of every kind. That day he looked at the swords they had brought from the trolls’ lair, and he said, “These are not troll-make. They are old swords, very old swords of the High Elves of the west, my kin. They were made in Gondolin for the Goblin-wars. They must have come from a dragon horde or goblin plunder, for dragons and goblins destroyed that city many ages ago. This, Thorin, the runes name Orcrist, the Goblin-cleaver in the ancient tongues of Gondolin; it was a famous blade. This, Gandalf, was Glamdring, Foe-hammer that the king of Gondolin once wore. Keep them well!” — The Hobbit by J.R.R. Tolkien

Nifty.

Player: We search the trolls’ lair.
DM: You find a +1 goblin-bane longsword and a +3 longsword.

Less nifty.

Some would conclude from this that D&D just doesn’t do magic very well. After all, what’s magical about a +2 bonus to attack rolls or a +5 bonus to Hide checks?

But let’s consider this problem from another angle.

He saw a tall, strongly made youth standing beside him. This person was as much out of place in that den as a gray wolf among mangy rats of the gutters. His cheap tunic could not conceal the hard, rangy lines of his powerful frame, the broad heavy shoulders, the massive chest, lean waist, and heavy arms. His skin was brown from outland suns, his eyes blue and smoldering; a shock of tousled black hair crowned his broad forehead. From his girdle hung a sword in a worn leather scabbard. — “The Tower of the Elephant” by Robert E. Howard

Also nifty.

DM: Someone taps you on the shoulder.
Player: I turn to look. Who is it?
DM: A 3rd-level barbarian with a sword.

Similarly less nifty.

What are we supposed to conclude from this? That roleplaying games are just abject failures? That they suck all the life and mystery and grandeur from the world?

Well, they certainly can do that. If you let the numbers become the game world, then that seems to be the inevitable result. But I think we’re only looking at half the story here. In my opinion, the numbers inherent to a roleplaying system are only a means to an end. They shouldn’t be confused with the game world — they are merely the means by which we interface wtih the game world.

So, yes, the blade we found in the troll lair was, in fact, a +1 goblin-bane longsword. That doesn’t change the fact that it is also Orcrist, the Goblin-cleaver of Gondolin — a legendary blade lost to the elves when that proud city fell to dragons and orcish hordes.

The numbers are only empty and meaningless if you leave them that way. If you fill them with meaning (or start with the meaning and work your way back to the numbers), the problem goes away.

With that thought in mind, here are a few methods for spicing up your magic items.

HOW DOES THE MAGIC WORK?

Mechanically, a +2 longsword magically gives you a +2 bonus to your attack and damage rolls.

Okay, but what does that mean? Is the blade preternaturally sharp? Does the magical enhancement guide your thrusts? Does it grant you a moment of combat-oriented prescience at the moment you begin to swing your blade, allowing you to see the outcome of the stroke and adjust it accordingly? Is it perfectly balanced, yet light and lively in your hand? Does the edge of the blade morph from diamond sharpness (for piercing armor) to vicious serrations (to rip and tear at flesh) in the middle of a blow? Can you feel the tendril of its mystic energy reaching into your mind and there implanting the arcane combat techniques of the Obsidian Brothers — techniques that you can scarcely comprehend? Does your arm grow in strength and speed when you hold the blade? Does the blade glow with a light that only you can see, but which seems to limn your targets in crystal clarity?

In my current campaign, one of the PCs has a ring of lockpicking (+5 bonus to Open Lock checks). The ring has a large ruby that can be slid to one side, revealing a nest of miniature tools. The wearer of the ring can mentally manipulate these incredibly precise tools (hence granting the bonus to their skill checks).

But you could just as easily have a ring of lockpicking that grants the wearer an encyclopedic knowledge of locks; or allows the wearer to psychically “feel” the mechanisms of the lock; and so forth.

The difference between a ring that grants an enhancement bonus in some vague and unspecified way (“’cause it’s magic”) and a ring filled with magically-crafted tools that you can control through the power of your mind is a vast gulf of detail and personality. And having a firm understanding of not only what the item does, but how it does it, can turn every use of that item into a flavorful and memorable event.

NAMES

Nobody remembers Magic Sword #3419. But if I say “Sting”, you probably think Frodo. And if I say “Stormbringer”, you probably think Elric.

Naming an item immediately makes it unique. It also gives the item an identity, which means that the item will immediately begin accumulating lore to itself — every time something interesting or memorable happens involving the item, it has a name that can be latched onto that event.

There are basically two ways for an item to gain a name:

(1) Lore. Like Glamdring or the Ruby of the North, the item may have been given a name before it ever comes into the hands of the PCs. This lore-born name can be imparted to them in many ways — perhaps the ogre wielding the weapon cries the name aloud; or the item whispers it in their ear when they first claim it; or a loremaster identifies it; or they were questing for it; or they know it themselves (from a successful skill check).

(I just made up the name “Ruby of the North”, but it made you wonder what it was, didn’t it?)

(2) New. Encourage the players to name items that are important to them, or seize opportunities to immortalize memorable events in the game by naming the items responsible for them. When a sword becomes Gnoll-Render because of the PCs ripping out the entrails of the gnoll chieftain… well, that’s pretty awesome.

UNIQUE APPEARANCE

If magic items look generic, then they’ll be treated generically. If +2 longswords just look like every other sword (or even if every +2 longsword just looks like every other +2 longsword), it doesn’t matter how rare they are — they’re still going to be treated as nothing more than a stat block.

For example, several months ago one of the PCs in my campaign went down to the local magic shop to buy a magic sword. What could be more generic, right?

When they first arrived in the shop and started talking about weapons, the shopkeeper showed them several magetouched weapons that had recently been recovered from the depths beneath the city. But when it became clear that they were seeking something a little more notable, he smiled enigmatically and went into a backroom.

He emerged with a long, slim blade. The steel was filigreed with gold and the hilt was of finely curved silver. He ran his hand gently down the length of the blade, as if caressing a lover. “The markings here upon the blade are not merely gold, but taurum — the true gold, mined from the Mountains of the East. And there is a thin core of it in the heart of the hilt. The enchantment worked upon this blade sings from the taurum, and its name is Nainsyr.”

At the word, blue lightning sprang from the hilt and rang along the length of the blade — crackling with a vicious smell of ozone.

“It’s an elvish word. It means, ‘Let there be lightning.’ And, indeed, the blade is old. It shows the marks of an elvish craft that I have rarely seen.”

It’s a +1 shock longsword. And it was bought in a store. But it’s his sword. The players remember who they bought that sword from. They remember the first time the PC used it in combat.

Another example from my campaign is a bag of holding elegantly crafted from black velvet that was given to the party as part of their payment for a job well done. This unique little touch might not seem like much, but not only do the players distinctly remember receiving that payment, the player who carries the bag of holding has actually passed up the opportunity to get larger bags of holding simply because they like this one so much.

HISTORY

Glamdring and Orcrist have a history to them. They existed before they came into the hands of the heroes. They are spoken of in tales.

Giving a magic item a unique history — much like naming them — helps to give the item an identity. It can also make the players feel like their characters are inheriting a meaningful legacy or a sacred trust. It gives the item meaning, purpose, and context. This item is not merely a tool; it is a thing of note.

MECHANICS

Most of this essay has dealt with how to make magic items feel special and magical in spite of the mechanics. But you can also turn the mechanics to your own use.

For example, +1 shock longsword is not only mechanically more interesting than a +2 longsword, that special ability also gives you something to latch onto while using the other techniques described here. (For example, Nainsyr’s taurum filigree and name are all derived from its special ability.)

Items which feature an interesting package of abilities or a quirky side-effect can be notably unique. A ring of water-breathing that turns the skin of the wearer blue; an amulet of health that causes the user to exude a golden glow (with the effect of a light spell); winged boots that spontaneously generate a cloud of butterflies that flutter around the user; a fist-sized ruby that functions as both a crystal ball and a gem of seeing; and so forth.

MANAGING THE DETAILS

All of this advice can really be boiled down to a simple maxim: Life is in the details.

The difference between a cold, lifeless stat block and a memorable myth is all about the living details that you imbue your game world with.

But supplying this detail can seem a little overwhelming. Do I really expect you to give every magical item a clever mechanism of operation; an interesting name; a unique appearance; and a fully detailed history?

No, actually, I don’t. In fact, unless your campaign is extremely light on magical items, that would be a really bad idea. Not only will you end up overloading your players with details (to the point where they’ll just start tuning it out), but when everything is special and unique nothing ends up being special and unique.

In a magic-rich environment, not all magic needs to be unique or clever. For example, in my own campaign there are plenty of two-bit wizards who lay minor enchantments and charms onto blades. These “magetouched weapons” (as I call them) are, figuratively speaking, a dime a dozen. They’re magically sharp and strong, but they’re not particularly remarkable.

The other thing to remember is that you don’t actually have to do that much work. It’s easy to over-think things, but there’s really no need to prep a three page (or even three paragraph) description of a magic item.

Take Nainsyr for example. It has a little bit of history to it: It’s an old blade of rare elven craft and it was found by delvers plumbing the cavernous depths beneath Ptolus. That type of detail is easy to improvise (and, in fact, it was improvised — I didn’t know they were planning to go shopping).

That may not seem like a lot of history to you, but take a second look at Gandalf’s Glamdring: It seems to echo with history, but the only thing Tolkien actually tells you about it is, “It was worn by the king of Gondolin. It might have been taken by goblins or dragons during the sacking of that city.”

Tolkien lets your imagination run wild with that. Feel free to let your players do the same.

And did you notice how Tolkien doesn’t actually give the history of those weapons until after the heroes have already decided to wield them? Let the players tell you what they care about before you spend time working out the details.

MINOR MAGIC

As a a final word, let me point out that not all magic has to be usable. (Or, at the very least, usable by adventuring PCs.)

A small, well-worn stone that grows warm to the touch when you rub it. A poppet that moves and speaks when placed in the arms of a virgin. A skull that crumbles to dust when touched by living flesh, but then reforms itself over the course of 13 hours. A glass eye that rotates and spins when left unattended (in an eyesocket it rotates to perfectly mimic a living eye, although it conveys no gift of sight). A blindfold that can be seen through as if it wasn’t there.

Some such items might be assigned some sort of market value (and, thus, become part of the treasure — albeit more interesting treasure than just X number of gold pieces). But their real function is to fill the world with a little bit of magic that just can’t be boiled down to, “What can I do with it?”

Sometimes magic is just… magical. It’s not there to be used as a weapon or beaten into a plowshare. It’s just there for the sake of being.

And when that type of magic permeates your campaign world — when wonders are there to be found… Well, that’s when you get magic in your magic items.

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