What makes a good magic item?

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DMSamuel
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What makes a good magic item?

Post by DMSamuel »

Captain_K's thread asking for examples of low level magic items got me to thinking a lot about magic items. I came up with about 4 criteria, and I figured I would share them here.

The question that I have been mulling over is “What makes a good Magic Item?” and I think I have come up with a few characteristics to which I adhere when I create such things. All of these criteria lead to what I like to call Magic Items with Character…

1. The item must have some sort of non-combat ability

It’s okay if it also has combat mechanics and such, but I want the item to also encourage good roleplaying and creativity in problem solving. For that to be the case, the item must have some benefit outside of combat. Also, the benefit doesn’t have to be a direct mechanical implementation (i.e. a direct roll modifier, stat bump, or skill bonus), but should be described in a sentence or two that makes it easy for a GM to use the item however they see fit in their campaign.

2. The item should have some discover-able meaningful history

That means that the item should have a known history that relates to the world/setting and can be discovered by the PCs. If the PCs are unable to know the history of the item, then it may as well not have a history. Does the history have to relate to the current adventure? No necessarily, but it would be nice. It is also nice to have the item’s backstory act as hook to bring the interest of the PCs onto a new/future event, or the item can be a huge help to the PCs in some future story arc. This provides the “We had help all along!” effect, but in a good way, not in a gotcha way. It also ends up tying in the two events/arcs – that is, the one in which the PCs find the item is now tied to the one in which the item is extremely useful – it’s a nice connector in the midst of a long campaign. All this also adds to the setting and I like my players to learn about the setting their PCs are adventuring in as we play through the campaign (just like we did in the old Greyhawk days!).

3. The item should be useful

Many would say this should be the first item on the list, but I am not so sure. The odd item – the one that the PCs do not see an immediate use for – is the one which has the capability to pull a lot of creativity out of the players. Too often in more modern games the PCs sell anything they do not see an immediate benefit for (especially in high magic settings where magic abounds). This is unfortunate, in my opinion, because it cuts off that creativity too soon. So the item should be useful, and it’s okay if the item is useful only in creative ways, but you may have to teach/train your players not to slough off any items without immediate apparent use.

4. The item should not be overpowered

This one sounds obvious to all the GMs, but it is still worth writing down. This is important because an overpowered item tends to also squash creativity. How? Because it becomes the go-to resolution item. “What? there is a problem over there? Let me just pull out our stick of This Thing Does Everything and solve that real quick!” So the party need not resolve anything creatively because they already have the magical multi-tool of the universe.

That’s it.
I know, a rather short list, isn’t it? The fact is, it doesn’t take much to create an interesting magic item that fits my criteria. What do you all think? Did I miss any glaring criteria?

(note that I also posted a modified version of this on my blog at RPGMusings.com/2014/06/magic-items-with-character/)
~DMSamuel
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Arduin
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Re: What makes a good magic item?

Post by Arduin »

DMSamuel wrote:Captain_K's thread asking for examples of low level magic items got me to thinking a lot about magic items. I came up with about 4 criteria, and I figured I would share them here.

The question that I have been mulling over is “What makes a good Magic Item?” and I think I have come up with a few characteristics to which I adhere when I create such things. All of these criteria lead to what I like to call Magic Items with Character…

1. The item must have some sort of non-combat ability
I don't know that every lowly +1 weapon or shield has to have multiple magic properties. Seems a little excessive. Unless you meant something else and I missed it...
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DMSamuel
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Re: What makes a good magic item?

Post by DMSamuel »

It's not that I think every +1 sword should always have a bunch of extra magical abilities, it's more the case that I don't give simple +1 magic items. I think they are boring and have no character. I like magic items to have a bit of flavor - it doesn't necessarily have to be a secondary magical effect, but it should be more than a simple +1 blah.

So, for example, if I want to give someone a +1 weapon, it might have some other property, like it always is shiny and looks like you just polished it, no matter how dirty or rusty it seems like it should get. Or perhaps the shield is a basic +1 shield, but it also has the property that it repels insects, thereby making it a very good choice when you are in the swamp. Simple things that give character, not necessarily powerful secondary effects.
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Re: What makes a good magic item?

Post by Arduin »

DMSamuel wrote:It's not that I think every +1 sword should always have a bunch of extra magical abilities, it's more the case that I don't give simple +1 magic items. I think they are boring and have no character. I like magic items to have a bit of flavor - it doesn't necessarily have to be a secondary magical effect, but it should be more than a simple +1 blah.

So, for example, if I want to give someone a +1 weapon, it might have some other property, like it always is shiny and looks like you just polished it, no matter how dirty or rusty it seems like it should get. Or perhaps the shield is a basic +1 shield, but it also has the property that it repels insects, thereby making it a very good choice when you are in the swamp. Simple things that give character, not necessarily powerful secondary effects.
I understand what you mean now. To each his own based on what works for his players I always say. :)
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Re: What makes a good magic item?

Post by DMSamuel »

Arduin wrote:I understand what you mean now. To each his own based on what works for his players I always say. :)

Oh yes, absolutely! I am not a person who believes in the "one true way" to play RPGs - that's why this is meant as a conversation starter and discussion, not a one way post :)
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serleran
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Re: What makes a good magic item?

Post by serleran »

Technically, in AD&D, for example, this is already the case for magic items tend to also produce a glow or be of less encumbrance or they modify initiative and so forth. So... you don't need to do anything except what's already present in the inspirational source. Granted, this is not always mentioned in the item description but assumed because its magical to begin with.

I forget if C&C is as specific but it would not take a tremendous amount of effort to include some "universal effect" for magic items.

I don't, personally, use any of the standard magic items. They all bore me.

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Re: What makes a good magic item?

Post by Captain_K »

Glad I got you all thinking and I like the criteria.. might be nice if the Trolls notice it and think about including it some place.. in M&T?? If not in some other semi-permanent local.. I'd love to have say Steve's take on said list... and put his spin to it someplace.

Anyway I agree fully with "flavor".. again to hook in history, play, and a Bard knowing history of items.

Unless your world is chocked full of MI everywhere or its easy to make permanent MIs, which per the MT it is not, then they are rare and likely long lasting thus they might have a long history. Their creation requires life essence (ep pts) or lots of time and $$ which sound worthy of a story in itself. Druid and Cleric items require prayer and acts of gods so seems like a story is virtually required there..

Rather than the typical "glowing" +1 long sword (I always hated the glowing magic blade - thievesbane), change it up to add character and uniqueness associated with the folks creating it. A Necromancer and an assassin team up to make a +1 Dagger that is +4 to damage when used in a sneak attack or back stab and -1 to the save for assassination.. that little beauty would be expensive but would not glow... so why not icy cold to the touch and bone ivory in color made from the fangs of vampires...

Good line, thanks for the great input.

K
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Re: What makes a good magic item?

Post by maasenstodt »

I think a good magic item extracts some cost from the user. Maybe it feeds on the user, maybe it demands some service, maybe its use (or even simply possessing it) has undesirable side effects.

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