Posted in: Dungeons and Dragons, Role Playing Games

Better Plus One Sword- The Introduction

So, what’s better than a magical +1 sword? The answer isn’t a sword with a +2 attack and damage bonus. Let me explain.

I have fond memories of reading the early Dungeons and Dragons books when I was first introduced to the game. One of the areas that I particularly enjoyed was the magic items that a DM could place in various dungeons. Especially when reading some of the published modules by several companies. I would go through the text and create a list for the module showing how much treasure and magic items were found within the adventure. Usually, it was a shield +1, a spear +2 or a ring that stored extra spells for a magic user. There was some sort of protection item, or something that added to the offensive power of the character, but they usually had no personality. At the time, I was enthralled with what I read in those older gaming tomes. Now, I’m thinking that I’d want something more for the magic items that I place in my adventures. A sword +1, heh, how original. Nothing memorable, nothing to spark the imagination of the player as they discover what the magic item does, and how their character can use it in the adventure world they find themselves in.

How can we as game masters present magical items to our players that will present more roleplaying and gaming opportunities beyond adding a mathematical bonus to a game mechanic?

How did the players acquire the item?- Sometimes the way they come into possession of the magic item may mean more than the benefits it provides. That sword may only give a +1 bonus, but it was a family heirloom that was given to the character when they first went out into the world. I can’t replace this; it came from my grand-uncle who used it at the Battle of Brodon’s Bridge. It could be proof of family membership or increase the notoriety of the holder. The item could be on a temporary loan from a member of the royal family or a famous adventurer as a sign that they have authorized the character’s mission.

Give the item a name and history- So the DM tells your character that they have found a Sword +5 Sword of Sharpness that can be wielded by a lawful character. Sounds like a lot, but that doesn’t inspire the character. Now tell the player that the historian that accompanied them on their latest quest has told Sir Richards that he has found the sword Excalibur in the tomb of King Arthur Pendragon (as detailed in the AD&D 1e Deities & Demigods book). If the player has any medieval fantasy knowledge, they suddenly see a different sword that is now in the hands of their character. Now, I’m not saying give every fighter this legendary sword, but name the sword. Give it some markings that an expert can look at (for a price) and research its history. Perhaps the researcher needs some items to help identify the item or is willing to identify the item in exchange for a favor (which could send the players on another quest). Perhaps the item was once owned by a hero, adventurer, villain, demi-god, etc. What happens if an heir or a cult wants the item after it’s been discovered in the lost caverns it was hidden in? Perhaps they hid it there.

Let the players help create it- Another option is that the character had a hand in creating the item. The mage and the blacksmith helped create the physical and mystical portion of the item, but they need some additional components that the characters need to acquire. The weapon gives a bonus when used against a certain opponent. Perhaps it’s some blood, or scales or another item from the target creature. The larger the quantity, the more damage it does when the magic weapon hits. A weapon made in such a way would not be looked upon kindly by those it was meant to slay. Think of the reaction that the goblins had when they saw Orcist in the hands of Thorn Oakenshield in The Hobbit. It probably wouldn’t help with any negotiations.

Give the item a limited number of charges- This would be more mechanical than historical within the game. A sword only gives a +1 to hit for each charge used up to a maximum advantage. Need to make sure you hit, spend four charges to give +4 to the attack roll. Give the item one or more special abilities and this ability needs a charge to activate. This makes the player wonder if they use the charge now, or save it for a more dangerous foe?

Allow the player to discover the advantages during roleplay- Imagine the player’s surprise when they realize their item gives the character an ability they didn’t have before. It’s suddenly easier to hit certain targets. Or that the item talks only to them. Just being in possession of the item may be enough to give these benefits, or boons. Which leads us to…

Give the item a bane to go along with the boon- So there are a couple of good advantages the item gives. Perhaps it gives a warning or translates a language. Then give it some bad advantages as well. That sword that is +2 more vs dragons, entices the character to attack any dragon he sees. The translation given is correct, but may take a while to translate. Make it interesting without being too much of a curse.

What magic items can you think of that would be better than just a scroll or a shield +1? I’m planning to write up several magic items to post about in future blog posts. Feel free to share some with me to be included in those articles. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

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