I'm a big proponent of squashing "wonder creep". Wonder creep is the mundaneizing of the magical that happens when everything feels not only possible, but blase. Dragon Ball Z is the og, but D&d is the big culprit in rpgs. Even without the magic item economy, the expectation that your character/party after 50 hours of play will have 5 or 6 magic items contributes heavily to the issue. The _idea_ of having a magical weapon at all - to me - should be rare and wonderful. When something magical happens in Stonetop, it still feels punchy because the setting isn't one where this stuff is routine (even if it's relatively routine for our heroes). That means a lot.
(Major) magic items with a story, obtained through blood and sacrifice, and scarce are always more compelling that a +1 Sword (which is a glorified master crafted weapon anyways).
I think its a good idea to have the (Major) arcana be scarce within a campaign thus there is less overlap if one plays in multiple ones. So the can shape the tone and theme of the respective campaign more.
Agreed re: Rarity -- I don't think I would like it if every character had to have their own Major Arcana (particularly if I were Vahid, since they're central to his whole thing). That's part of why I like that Vahid is in the driver's seat with the Storm Markings, even if he's not the one who ultimately gets them.
Re: the +1 Sword, I do think you can work to make it a bit more significant, especially with an affix like Flaming or Keen, particularly if it synergizes well with a character's build. Items in D&D 3.5 seemed to be designed to combine with a particular character rather than to shape the tone and the theme on their own. When you look at a character like Drizz't, his swords aren't especially storied or thematic, but as part of his kit, they become more interesting than just a +5 Defending Scimitar and a +3 Frostbrand Scimitar.
I feel like I was a little harsh on +1 weapons. So I reflected on my past chars and which items were in use during my rpg career…
In L5R we had some candidates:
First one was the wakizashi of the group leader, a proud lion Samurai. Due to some circumstances, a fellow ronin was hunted and imprisoned. The outlook to be freed where thin, so the ronin took the way of seppuku and was assisted by the lion. The blade as it turned out in a later duel whas since imbued with the 'soul' of this ronin and granted boni during duels against foul and fallen samurai.
Another time, a crab witch-hunter and blacksmith crafted a katana for a fellow ronin as a gift. It hit a little harder against heavy armoured enemies, thus being a valid choice against armoured Shadowland creatures. And also, as the ronin did not wield a katana prior, it was also a symbol of his new status as he was accepted into the lion clan by the above lion in question.
This crab also crafted some Tonga for a fellow tattooed monk as a gift for rescuing him.
Oh another one was a tetsubo that was blessed/cursed by hell (so to say) that slowly corrupted it's wielder but granted some needed strangers against Shadowland creatures.
In hindsight, that campaign produced quite some (named, small magic, low boni) weapons that carried huge narrative weight.
I will continue with weapons from other campaigns if I recall them :D
Regarding +1 Swords: I agree in that +1/x items have (narrative) value beyond their stat bonus. But as you said, this comes from the story behind it not from the mere stat bonus.
Also, I find (lower magical) items more interesting that do not just give a stat bonus but open new opportunities or usage as this broadens the options. Throwing stat boni around so to say have the "disadvantage" (personal opinion, obviously depends on preferred playstyle) of "just" being an arms race against what the GM needs to throw at the folks.
I think this would work as an artificial limb too. Hand of Vecna style.
EDIT: Or Silver Arm of Ergoth in Dragonlance.
I suppose if Darth Brennan, or some other fiend, indulged in limb removal, then the appearance of an arcane limb might suddenly have dramatic appeal in a game.
Ha! I always like to have a plan in my back pocket in case a PC loses a hand or an arm, because it's such a great consequence to show that a villain or situation is very, very serious. Luke had his hand cut off and replaced after just a few scenes, so it wasn't exactly a huge setback, but it added a huge amount of drama to the confrontation.
I'm a big proponent of squashing "wonder creep". Wonder creep is the mundaneizing of the magical that happens when everything feels not only possible, but blase. Dragon Ball Z is the og, but D&d is the big culprit in rpgs. Even without the magic item economy, the expectation that your character/party after 50 hours of play will have 5 or 6 magic items contributes heavily to the issue. The _idea_ of having a magical weapon at all - to me - should be rare and wonderful. When something magical happens in Stonetop, it still feels punchy because the setting isn't one where this stuff is routine (even if it's relatively routine for our heroes). That means a lot.
(Major) magic items with a story, obtained through blood and sacrifice, and scarce are always more compelling that a +1 Sword (which is a glorified master crafted weapon anyways).
I think its a good idea to have the (Major) arcana be scarce within a campaign thus there is less overlap if one plays in multiple ones. So the can shape the tone and theme of the respective campaign more.
Agreed re: Rarity -- I don't think I would like it if every character had to have their own Major Arcana (particularly if I were Vahid, since they're central to his whole thing). That's part of why I like that Vahid is in the driver's seat with the Storm Markings, even if he's not the one who ultimately gets them.
Re: the +1 Sword, I do think you can work to make it a bit more significant, especially with an affix like Flaming or Keen, particularly if it synergizes well with a character's build. Items in D&D 3.5 seemed to be designed to combine with a particular character rather than to shape the tone and the theme on their own. When you look at a character like Drizz't, his swords aren't especially storied or thematic, but as part of his kit, they become more interesting than just a +5 Defending Scimitar and a +3 Frostbrand Scimitar.
I feel like I was a little harsh on +1 weapons. So I reflected on my past chars and which items were in use during my rpg career…
In L5R we had some candidates:
First one was the wakizashi of the group leader, a proud lion Samurai. Due to some circumstances, a fellow ronin was hunted and imprisoned. The outlook to be freed where thin, so the ronin took the way of seppuku and was assisted by the lion. The blade as it turned out in a later duel whas since imbued with the 'soul' of this ronin and granted boni during duels against foul and fallen samurai.
Another time, a crab witch-hunter and blacksmith crafted a katana for a fellow ronin as a gift. It hit a little harder against heavy armoured enemies, thus being a valid choice against armoured Shadowland creatures. And also, as the ronin did not wield a katana prior, it was also a symbol of his new status as he was accepted into the lion clan by the above lion in question.
This crab also crafted some Tonga for a fellow tattooed monk as a gift for rescuing him.
Oh another one was a tetsubo that was blessed/cursed by hell (so to say) that slowly corrupted it's wielder but granted some needed strangers against Shadowland creatures.
In hindsight, that campaign produced quite some (named, small magic, low boni) weapons that carried huge narrative weight.
I will continue with weapons from other campaigns if I recall them :D
Regarding +1 Swords: I agree in that +1/x items have (narrative) value beyond their stat bonus. But as you said, this comes from the story behind it not from the mere stat bonus.
Also, I find (lower magical) items more interesting that do not just give a stat bonus but open new opportunities or usage as this broadens the options. Throwing stat boni around so to say have the "disadvantage" (personal opinion, obviously depends on preferred playstyle) of "just" being an arms race against what the GM needs to throw at the folks.
Interesting thoughts and insight. Thank you! And enjoy your well-earned break.
I think this would work as an artificial limb too. Hand of Vecna style.
EDIT: Or Silver Arm of Ergoth in Dragonlance.
I suppose if Darth Brennan, or some other fiend, indulged in limb removal, then the appearance of an arcane limb might suddenly have dramatic appeal in a game.
Ha! I always like to have a plan in my back pocket in case a PC loses a hand or an arm, because it's such a great consequence to show that a villain or situation is very, very serious. Luke had his hand cut off and replaced after just a few scenes, so it wasn't exactly a huge setback, but it added a huge amount of drama to the confrontation.