My favorite class to play is Warlock, because every time I make my pact weapon it can be different. I have one character who’s never summoned the same weapon twice. It’s a different rapier every time. I have a warlock right now who’s spells are all flavored to be grasping, inky tendrils of darkness, and her dagger matches, seeming to drip from her hands like claws. Mechanically, still a dagger. But the visual is so unique that the party fell in love with her immediately. She found a Dread Helm last session and the first thing the party asked, without even needing me to say it, was “can we give it to her and flavor it as a crown or tiara rather than a helmet??” They were so excited that the dm couldn’t say no. Personal touches and flavor are all so useful in dnd. Games that let players flex their style are the best.
allow them to 'attune' to mundane items, and customize them, allow that the objects can be damaged and repaired, and the item shows changes over their journey like a character, but ultimately allow the player to get somebody to upgrade and even enchant things for players. make certain objects rarer in the world, so that finding the dwarven axe is a find, not a thing you can just buy anyware once you have enough money. Maybe having to quest to get a craftsman to create the custom fitted armor. and thus as harder to find objects that are kind of companions on the journey, a character and player would be more inclined to have a arcane craftsman repair the fragments of a cracked crystal ball with gold and stained glass techniques, and later have a magic user that can enchant it to cast they message spell by etching the glass and gilding the etched symbols with mythril or something.
I love the idea of physical changes in an item when enchanted! I also like the idea of the weapon becoming potentially damaged(And thus affecting it's effectiveness!) but it does sound like a bit of a headache to track.😭 Maybe it could be something the players could track if they were into the mechanic.
Great video, sound, content, music, editing, tone, and subject. Congrats and thanks. I was truly happy to see my name there. Thank you again. I'll join your Discord. I don't usually do that but you're a nice fella, so I'm sure I'll feel valued there. Best wishes, V
I liked it when Hamlet of Julkoun (coincidence name), the blacksmith adjust the oversized Mithril Chainshirt for my Kobold, adding a hole for the tail. Previously the Bard of the Group convinced a merchant that it was the armour of her large halfling cousin. So the appirience of that piece were fixed to it that discription.
When I started a new campaign with my players at level 1 the first combat encounter my players faced was a wild Griffin. After arriving in the first village they met a Ranger that was able to turn the Griffin hide into no magical armor that increased the wearer’s speed slightly.
Yes! If the creature was tough to kill then the armor/weapons made from it's but and bobs should definitely have some unique qualities to it, monster hunter style
Describing gear in unique ways can fool players into thinking they are magical. I suggest coming up with two big historical events, like the collapse of the Old Empire & the Heldar invasion, & referencing those. “The hobgoblin chieftain wielded a longsword of the Old Empire style, so it's probably five hundred years old, & still decent.” You only need to make up description of pre-OE, OE, Heldar, & current gear. Maybe one is Celtic looking, one is Viking looking, etc. Or you do it by species: it's of dwarven or eleven make, & so on.
An excellent consideration that I hadn't considered! It hasn't happened to me yet but now I can easily see how it might end up in a player feeling disappointed when the new cool shiny unique item ends up being mundane.
One of my favorite ways to twist this concept is to make the blandness of the item its uniqueness, like a longsword made in the magic industrial forge of a unique Dwarven hold where a long entrenched partnership with gnomes that can churn out significant quantities of nearly identical swords that is very strange from the usual small defects from handmade items.
Pact weapons are a great weapon to customise! One of my warlocks has an upgrade path for theirs and I just love when they use it, they describe it very well because they're invested in it.
I think these are all great ideas, but I actually expected, when I started the video, that this would be a solution to what to do about the worthless magic item problem I see so much. Characters can only really use 5 or 6 magic items, so the rest of them are carried around with no use (because MAYBE they'll be useful one day) or just left behind with the monster carcases because the players can't envision a use for them (and they're probably right). You can't really sell them (unless the DM has homebrewed something), and even if you did, there's no real use for money (unless the DM has homebrewed something).
That's an interesting problem, I can't say I've ever come across it, my players usually sell the magic items they don't need at a decent sized settlement. I think the DM should homebrew or find existing homebrews for stuff like this. City & Wild is a great supplement for shops in settlements (including finding magic shops to buy your items) and it also goes into depth about harvesting bits and bobs from monsters!
I really appreciate, that YT recommends more low view count videos lately. I was thinking about learning a new ruleset of Unofficial Elder Scrolls RPG and this is some really good advice, as me being used to video games really doesn't help me with imagination
Holistic DM: "...The only limit to the possibilities is your dungeon master creativity!" Me: "My DM creativity score is only a 6 and no proficiency?! That's a -2 on the roll?!" 🙁
I'm a pc in cos right now, and we're trying a new thing where we use our real life stats and skills(we did a lot of research to get them right). My armor was described as looking "home made" from scrap steel and salvaged pieces of armor because i made it myself (half plate), my shield was new-ish, but had battle scars from the fight that I won it in. My axe was a bearded woodcutters axe, enchanted to last life times (+1 battleaxe). The rest of my gear was salvaged and quickly made from other things since I didn't have the money to buy things, but I did have an axe to break old things apart. Irl I make things similar to what I'm making in game, and me and my dm put forth rules to each thing I wanted to make, so I spend most of my downtime in game making and maintaining gear for the while party. I have to say, everyone is super attached to thier things, especially the cleric. He killed a wolf and had me make him a wolf head mask in return for taking watch for me for the next few days so I could make more armor. It super fun to have things like that in your game, and you get super attached to your stuff
Absolutely! And that attachment to their stuff in game draws you deeper into it. It's so powerful for that and it's only a small change DMs can make for their party. I really like your character concept and the thought you've put into the appearance.
Personally, I wish more games allowed you to upgrade your existing gear rather than discard it when you find something new. Yes, this is just a +1 short-sword...but it's the +1 short-sword that I pulled out of a pile of rubble in the catacomb that was our first ever adventure. It is the +1 short-sword that I used to backstab the mob boss when we were rescuing the baron's daughter. I know that the +2 vorpal short-sword we just found is mechanically better but I don't want to give up Old Stabby! Can't I just transfer those powers to Stabby? Please?
Ooh yeah that would be very cool. I wish there were enchantment/upgrades built into 5e, like did they not realise people would want to do this? I'm sure there are some great homebrew rules out there that some wonderful creator has written!
Honestly this is a really underrated channel. Great video! I´m sure my players will enjoy these changes
Thank you so much! Hopefully it continues to grow and help more dms and their players enjoy a deepened experience
My favorite class to play is Warlock, because every time I make my pact weapon it can be different. I have one character who’s never summoned the same weapon twice. It’s a different rapier every time.
I have a warlock right now who’s spells are all flavored to be grasping, inky tendrils of darkness, and her dagger matches, seeming to drip from her hands like claws. Mechanically, still a dagger. But the visual is so unique that the party fell in love with her immediately.
She found a Dread Helm last session and the first thing the party asked, without even needing me to say it, was “can we give it to her and flavor it as a crown or tiara rather than a helmet??” They were so excited that the dm couldn’t say no.
Personal touches and flavor are all so useful in dnd. Games that let players flex their style are the best.
That's so cool that the whole party got on board with it! I love when players are excited about other player's PCs.
allow them to 'attune' to mundane items, and customize them, allow that the objects can be damaged and repaired, and the item shows changes over their journey like a character, but ultimately allow the player to get somebody to upgrade and even enchant things for players. make certain objects rarer in the world, so that finding the dwarven axe is a find, not a thing you can just buy anyware once you have enough money. Maybe having to quest to get a craftsman to create the custom fitted armor. and thus as harder to find objects that are kind of companions on the journey, a character and player would be more inclined to have a arcane craftsman repair the fragments of a cracked crystal ball with gold and stained glass techniques, and later have a magic user that can enchant it to cast they message spell by etching the glass and gilding the etched symbols with mythril or something.
I love the idea of physical changes in an item when enchanted! I also like the idea of the weapon becoming potentially damaged(And thus affecting it's effectiveness!) but it does sound like a bit of a headache to track.😭
Maybe it could be something the players could track if they were into the mechanic.
Great video, sound, content, music, editing, tone, and subject.
Congrats and thanks.
I was truly happy to see my name there. Thank you again.
I'll join your Discord. I don't usually do that but you're a nice fella, so I'm sure I'll feel valued there.
Best wishes,
V
Glad to have ya aboard. Thanks so much for the support 💪
I liked it when Hamlet of Julkoun (coincidence name), the blacksmith adjust the oversized Mithril Chainshirt for my Kobold, adding a hole for the tail. Previously the Bard of the Group convinced a merchant that it was the armour of her large halfling cousin. So the appirience of that piece were fixed to it that discription.
It's definitely worth the effort to personalise gear!
When I started a new campaign with my players at level 1 the first combat encounter my players faced was a wild Griffin. After arriving in the first village they met a Ranger that was able to turn the Griffin hide into no magical armor that increased the wearer’s speed slightly.
Yes! If the creature was tough to kill then the armor/weapons made from it's but and bobs should definitely have some unique qualities to it, monster hunter style
Describing gear in unique ways can fool players into thinking they are magical. I suggest coming up with two big historical events, like the collapse of the Old Empire & the Heldar invasion, & referencing those. “The hobgoblin chieftain wielded a longsword of the Old Empire style, so it's probably five hundred years old, & still decent.”
You only need to make up description of pre-OE, OE, Heldar, & current gear. Maybe one is Celtic looking, one is Viking looking, etc. Or you do it by species: it's of dwarven or eleven make, & so on.
An excellent consideration that I hadn't considered!
It hasn't happened to me yet but now I can easily see how it might end up in a player feeling disappointed when the new cool shiny unique item ends up being mundane.
One of my favorite ways to twist this concept is to make the blandness of the item its uniqueness, like a longsword made in the magic industrial forge of a unique Dwarven hold where a long entrenched partnership with gnomes that can churn out significant quantities of nearly identical swords that is very strange from the usual small defects from handmade items.
Ohh like it's almost too perfectly made?
My DM allowed me 2 customize my pact weapon for my Hexblade... it was the coolest long sword I had...
Pact weapons are a great weapon to customise! One of my warlocks has an upgrade path for theirs and I just love when they use it, they describe it very well because they're invested in it.
I think these are all great ideas, but I actually expected, when I started the video, that this would be a solution to what to do about the worthless magic item problem I see so much. Characters can only really use 5 or 6 magic items, so the rest of them are carried around with no use (because MAYBE they'll be useful one day) or just left behind with the monster carcases because the players can't envision a use for them (and they're probably right). You can't really sell them (unless the DM has homebrewed something), and even if you did, there's no real use for money (unless the DM has homebrewed something).
That's an interesting problem, I can't say I've ever come across it, my players usually sell the magic items they don't need at a decent sized settlement. I think the DM should homebrew or find existing homebrews for stuff like this. City & Wild is a great supplement for shops in settlements (including finding magic shops to buy your items) and it also goes into depth about harvesting bits and bobs from monsters!
Hidden gem of a TH-camr you get my subscribe and like bro 🤙🤙
Thanks so much! Comments like these really inspire me to keep up the yt grind!
Good advice! 👍👏
Glad you think so!
I really appreciate, that YT recommends more low view count videos lately. I was thinking about learning a new ruleset of Unofficial Elder Scrolls RPG and this is some really good advice, as me being used to video games really doesn't help me with imagination
I really appreciate that too 😂 I'm glad you found the video useful!
Ooooooooo loving the new graphics 😍👍
Next Gen GFX 😂
Holistic DM: "...The only limit to the possibilities is your dungeon master creativity!"
Me: "My DM creativity score is only a 6 and no proficiency?! That's a -2 on the roll?!" 🙁
The cool thing is that creativity is like a muscle. The more you use it the more it grows so you'll turn that - 2 into a +2 in no time
I'm a pc in cos right now, and we're trying a new thing where we use our real life stats and skills(we did a lot of research to get them right). My armor was described as looking "home made" from scrap steel and salvaged pieces of armor because i made it myself (half plate), my shield was new-ish, but had battle scars from the fight that I won it in. My axe was a bearded woodcutters axe, enchanted to last life times (+1 battleaxe). The rest of my gear was salvaged and quickly made from other things since I didn't have the money to buy things, but I did have an axe to break old things apart. Irl I make things similar to what I'm making in game, and me and my dm put forth rules to each thing I wanted to make, so I spend most of my downtime in game making and maintaining gear for the while party. I have to say, everyone is super attached to thier things, especially the cleric. He killed a wolf and had me make him a wolf head mask in return for taking watch for me for the next few days so I could make more armor. It super fun to have things like that in your game, and you get super attached to your stuff
Absolutely! And that attachment to their stuff in game draws you deeper into it. It's so powerful for that and it's only a small change DMs can make for their party.
I really like your character concept and the thought you've put into the appearance.
Personally, I wish more games allowed you to upgrade your existing gear rather than discard it when you find something new.
Yes, this is just a +1 short-sword...but it's the +1 short-sword that I pulled out of a pile of rubble in the catacomb that was our first ever adventure. It is the +1 short-sword that I used to backstab the mob boss when we were rescuing the baron's daughter. I know that the +2 vorpal short-sword we just found is mechanically better but I don't want to give up Old Stabby! Can't I just transfer those powers to Stabby? Please?
Ooh yeah that would be very cool. I wish there were enchantment/upgrades built into 5e, like did they not realise people would want to do this? I'm sure there are some great homebrew rules out there that some wonderful creator has written!
Algorithm comment 🎉
The real MVP