From a game design standpoint, what I like the most about magic items is they throw a wrench in the plans the players have for their characters. A good magic item system has the potential to send a message to players that they shouldn't just come up with a "build" andd follow it to the letter, from level 1 to level XYZ. That there's going to be some emergent choices and that they should roll with the punches instead. D&D's magic items aren't the best at this, but there's a few like the Hat of Disguise or the Shield of Missile Attraction that have such a profound effect on how you play the game that if you give them to a team without a sneaky bard or a tanky paladin, you might end up creating sneaky bards or tanky paladins just by giving your players a taste of it.
That is a interesting way to look at it but I totally agree. I have definitely had some players who had a plan for their character’s progression that was then called into question when a magic item came up - Frank
I made a custom magic laser axe using OSE's laser weapons as a base for a player that wanted a laser sword, but I had already established the ghost of the first Dwarven king was gonna give him some kind of axe. It was +3, +4 against any psionic creature, as the Dwarves had a history with Mindflayers, and the final boos of the megadungeon is a Neothelid with psychic dwarf and Mind Flayer underlings. Also it glows red in the dark
@@WhatisTableTop The player that got it is lucky that the Scro War Priest that stole it from the Dwarven king's grave didn't hit him with it, as he is a kineticist, the OSE psionic class
One idea I like comes from Fabula Ultima, which simulates turn-based JRPG video games, is players can do rituals as a narrative spell outside of combat and sacrifice magic items to reduce the MP cost of the ritual. It can help with getting rid of the Christmas Tree effect of too many magic items.
Often, a "magic item" is a "move the story forward item". There are "keys", where the idea is the magic item removes what block the story from going forward. Most often "keys" are one use. In other words a unique magic item with only one specific purpose. There is "speed-up magic", an often misunderstood category. The idea is to speed up slow and boring passages in the story. An example is "fast travel magic" speeding up travel. An example of some misunderstood "speed-up magic" is "magic weapons", often players want them as they want to (computer-game-like) press the "auto-resolve combat" so they can get on with the story. --- Magic items have some categories: (1) Invoked. - The item has an ability that can be used when needed. (2) Constant. - The effect is continuous. Somewhat of a version of "invoked" as getting and dropping moves the effect. (3) Charges. - The item can be used for a limited number of times. (4) Dormant. - The item decides when to activate. There are more categories than those, but they are the "normal". "Charges" are often bad as the players avoid using them until they get the optimal from them, which results in them never getting used! "Dormant" is problematic in that either it is clear they are truly random or the players will try to figure out what the system is. A category I like is "self-recharging charges", here there are a limited amount of charges, but they will regenerate when certain conditions are met. This means that the players are more inclined to use charges as otherwise, recharge is of no use. The challenge is to have good recharge criteria. Which is why many avoid self-recharging. - But! Thinking of meta-game criteria such as "every time the GM calls for a dice roll" can do the trick.
What do like most about Magic Items? Do you use them in your games? Let us know, down below!
5:43 Both are cannon. The sword in the stone is NOT Excalibur, it's just a sword, and it breaks. The lady in the lake later gives him Excalibur.
From a game design standpoint, what I like the most about magic items is they throw a wrench in the plans the players have for their characters. A good magic item system has the potential to send a message to players that they shouldn't just come up with a "build" andd follow it to the letter, from level 1 to level XYZ. That there's going to be some emergent choices and that they should roll with the punches instead.
D&D's magic items aren't the best at this, but there's a few like the Hat of Disguise or the Shield of Missile Attraction that have such a profound effect on how you play the game that if you give them to a team without a sneaky bard or a tanky paladin, you might end up creating sneaky bards or tanky paladins just by giving your players a taste of it.
That is a interesting way to look at it but I totally agree. I have definitely had some players who had a plan for their character’s progression that was then called into question when a magic item came up - Frank
I made a custom magic laser axe using OSE's laser weapons as a base for a player that wanted a laser sword, but I had already established the ghost of the first Dwarven king was gonna give him some kind of axe. It was +3, +4 against any psionic creature, as the Dwarves had a history with Mindflayers, and the final boos of the megadungeon is a Neothelid with psychic dwarf and Mind Flayer underlings. Also it glows red in the dark
They were halfway through the megadungeon, so it's not gamebreaking but still great
Those are my favorite kind of custom magic items. The ones that are based off something but you change it just enough to make it seem unique - Frank
@@WhatisTableTop The player that got it is lucky that the Scro War Priest that stole it from the Dwarven king's grave didn't hit him with it, as he is a kineticist, the OSE psionic class
One idea I like comes from Fabula Ultima, which simulates turn-based JRPG video games, is players can do rituals as a narrative spell outside of combat and sacrifice magic items to reduce the MP cost of the ritual. It can help with getting rid of the Christmas Tree effect of too many magic items.
I can't believe Frank didn't get Charles a present and that you guys don't like each other. This is so sad.
I see what you did there - Frank
Often, a "magic item" is a "move the story forward item".
There are "keys", where the idea is the magic item removes what block the story from going forward.
Most often "keys" are one use. In other words a unique magic item with only one specific purpose.
There is "speed-up magic", an often misunderstood category.
The idea is to speed up slow and boring passages in the story. An example is "fast travel magic" speeding up travel.
An example of some misunderstood "speed-up magic" is "magic weapons", often players want them as they want to (computer-game-like) press the "auto-resolve combat" so they can get on with the story.
---
Magic items have some categories:
(1) Invoked. - The item has an ability that can be used when needed.
(2) Constant. - The effect is continuous. Somewhat of a version of "invoked" as getting and dropping moves the effect.
(3) Charges. - The item can be used for a limited number of times.
(4) Dormant. - The item decides when to activate.
There are more categories than those, but they are the "normal".
"Charges" are often bad as the players avoid using them until they get the optimal from them, which results in them never getting used!
"Dormant" is problematic in that either it is clear they are truly random or the players will try to figure out what the system is.
A category I like is "self-recharging charges", here there are a limited amount of charges, but they will regenerate when certain conditions are met.
This means that the players are more inclined to use charges as otherwise, recharge is of no use.
The challenge is to have good recharge criteria.
Which is why many avoid self-recharging. - But! Thinking of meta-game criteria such as "every time the GM calls for a dice roll" can do the trick.
This is a great break down of some of the many ways to use magic items! - Frank