One of the coolest things that help players enjoy the game is hidden in the DMG ("Special Features" pp141-143)
"You can add distinctiveness to a magic item by thinking about its backstory."
In 5E, I have NEVER given out a +1 weapon.
Each item found has a notecard for the player than covers what makes it unique and its powers. The short sword the ranger gained has a backstory on who created it, why it was created, a minor bonus attribute, and enough flavor that it feels special and unique.
I have even used it for starting equipment. For example, a fighter in our current campaign wanted to start with a suit of scale mail that was a family heirloom. I added that it had the Compass ability (Character can use an action to learn which way is north), and because it was magical, was resistant to monster attacks like rust monsters. No bonus to AC, but the player is proud of his armor, and it is part of how he plays his character.
Rollback Post to RevisionRollBack
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
While I think that this is a cool idea, unless it has some in story game effect I don't see the point. While there are some player's who might find the whole "me and my sword" thing compelling, there are just as many that would be like "so what, it is a +1 sword." Now if they items backstory has some impact on the game such as being a plot driver or in the case of your fighter's scalemail then I can see where the time would be worth the effort but for the most part I have learned that despite whatever they may tell you most people just don't care that much about backstory. Usually they are just too nice or polite to tell you otherwise. Now with all that said, if this is working for you then ignore me and keep doing what you are doing.
J
Rollback Post to RevisionRollBack
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
How would the players know such detailed history on items? Do they loot them with certificates of authenticity? ; ) I can envision a branding or maker's mark on a piece, leading to NPC investigation as to it's origins/crafter.
Sometimes, I even leave magical effects on gear a mystery if the players don't have someone skilled enough to take notice. They can bring their gear to town and have it identified further.
Like Sedge stated, they probably shouldn't know these things right off the bat. This is kind of like the weapons found in the Hobbit. But, without the exposition fairy (aka Gandalf), there's no way the group would've known any of those things about the weapons, aside from they were elvish in design.
And while it's cool that your world is so much more immersive, as Auberginian stated, that will probably fall by the wayside once they realize it's only a +1 weapon. Giving the weapon a name is one thing, but unless you have an actual effect that does something in your gaming world, such as the fear effect Orcrist had when the goblins saw it in the Hobbit movie (granted that didn't happen in the books, but a lot of the stuff in the movie didn't happen in the books). It wasn't a magical effect like when it glows to show goblins/orcs are near, or even like that of Andúril on the ghost army (so don't make it a part of the weapon stats), but rather sheer lore that someone like the Goblin King knew to fear on sight.
(Yes, I used Tolkien a lot here, but it's the most recognizable reference point for D&D nerds like us)
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
There are some tables in the DMG (pgs 142-143) that I'll have my players roll on when they come across a magic item, ESPECIALLY if they had to purchase it from a dealer. I don't always use EACH table, but at least one. It helps flesh out the item a little, maybe adding a quirk. It's also a good device for random encounters, such as the "Dwarven" Shield +1 that almost caused a bar room brawl because the group of Dwarves there didn't think one of their shields should be carried around by a Human. Luckily they had a high-Cha Bard who was able to talk down the situation, and it resulted in some comedic drinking games and shenanigans.
I do agree that TOO MUCH flavor might become a "groan" to players, but just enough can enhance the experience.
How would the players know such detailed history on items? Do they loot them with certificates of authenticity? ; ) I can envision a branding or maker's mark on a piece, leading to NPC investigation as to it's origins/crafter.
Sometimes, I even leave magical effects on gear a mystery if the players don't have someone skilled enough to take notice. They can bring their gear to town and have it identified further.
good question. i think slopoion & bondius had good responses. I, OTOH, left out details, but yes, I follow what they said.
Let me give an example: Character found a sword with a leaf and vine pattern and a maker's mark they were unfamiliar. Next week, the player that missed but had spent time in the Feywild as backstory, identified the pattern as Fey. In two weeks, the party will meet someone that can explain what the maker's mark is. Then, in a few levels, it is possible the party will go to the Feywild. You can actually insert future adventures, or at least side encounters based on the item.
The other option, is items that are general enough that the tables and maybe a history check provide enough information, or at least all that is relevant and possible to find....
Every item has something to make it special. About 80% are an obvious origin and and additional minor property or two. 20%, or so, can lead to more research and even more adventure.
One thing 5e does WELL is a magic item system that is limited by both rarity and design to a hard to find +3 item. In AD&D, 2e, and 3e, every +1 sword was a placeholder until you got a +4, which lasted until you got a +6. In 5e, it is possible to give a player a role playing option to use a +1 weapon for an entire campaign. So give them some way to make it special, make it theirs, and drive the story!
Rollback Post to RevisionRollBack
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
I find it to be a balancing act. I don't tend to put much detail into consumable items, but also will put detail on a non-magical item. Magic is definitely special, but not the only key. A well made sword with a history may not be a fighter's permanent weapon, but it may lead the party to the maker of said sword and further adventures. Detail can be fun as a means to giving more depth to the world. A reason to go places and meet people. "Who made this?" etc.
I'm probably making a lot of mistakes and creating very specific magic and non magic items to give to my players throughout my campaign right now. It's a lot of work, and I'm not sure they're going to really care, but my primary motivation is to try and make them care. I like running very story and character-centric stories, and while a +1 sword might be cool and have nice pay off in a fight, I know my priority is pay off in story and roleplaying. Thankfully I think all my players are on a similar page with me there, and to be honest I kind of view giving my players anything is a chance to encourage character insight.
I'm probably making a lot of mistakes and creating very specific magic and non magic items to give to my players throughout my campaign right now. It's a lot of work, and I'm not sure they're going to really care, but my primary motivation is to try and make them care. I like running very story and character-centric stories, and while a +1 sword might be cool and have nice pay off in a fight, I know my priority is pay off in story and roleplaying. Thankfully I think all my players are on a similar page with me there, and to be honest I kind of view giving my players anything is a chance to encourage character insight.
First let me.say there really is no.such thing as doing it wrong as long as everyone is enjoying the game. Second, you're using the term role-playing wrong. Role-playing is making decisions as a character and that happens regardless. I believe you were referring to social interaction which is probably the most important aspect of the game since it allows players to get to know their characters.
Rollback Post to RevisionRollBack
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
My players got super lucky when rolling on the tables; they're almost all equipped with +2 weapons, one with +2 armour, luck-stones, sending stones, a staff of fireballs... it's crazy. They're only level 9, but they take on stuff a lot tougher than them because of this. Still, I have them in a pretty challenging game right now, so it all works out!
EDIT:
I've taken to always rolling on the charts for giving items specific flavours, and I bend those results to fit the story. There's one player that keeps a magic item simply because holding it allows him to speak, read, and write Gith, who were a main antagonist for most of the previous campaign.
Go look at earthdawn's magic items. Basically you start with a bog-standard item that does little. In order to unlock better abilities, most items require you to learn their history. The best ones requires you to complete tasks that their creators or original owners completed (or for the best ones, things that they strove to complete, but never succeeded at).
I'm probably making a lot of mistakes and creating very specific magic and non magic items to give to my players throughout my campaign right now. It's a lot of work, and I'm not sure they're going to really care, but my primary motivation is to try and make them care. I like running very story and character-centric stories, and while a +1 sword might be cool and have nice pay off in a fight, I know my priority is pay off in story and roleplaying. Thankfully I think all my players are on a similar page with me there, and to be honest I kind of view giving my players anything is a chance to encourage character insight.
First let me.say there really is no.such thing as doing it wrong as long as everyone is enjoying the game. Second, you're using the term role-playing wrong. Role-playing is making decisions as a character and that happens regardless. I believe you were referring to social interaction which is probably the most important aspect of the game since it allows players to get to know their characters.
I consider having a more in-depth roleplaying element to be priority, and that's what I meant. Obviously there's going to be roleplaying regardless; my hope is it to have players feel more connected to their characters. This could be considered in part, the social aspect of roleplaying, but I also think the concept of roleplaying covers a lot of things. My goals for more in-depth roleplaying include social interaction, character history, personality depth and empathizable distinctness from players. I consider these all to be different things that are aspects of roleplaying, so I have to disagree with you there.
One of the coolest things that help players enjoy the game is hidden in the DMG ("Special Features" pp141-143)
"You can add distinctiveness to a magic item by thinking about its backstory."
In 5E, I have NEVER given out a +1 weapon.
Each item found has a notecard for the player than covers what makes it unique and its powers. The short sword the ranger gained has a backstory on who created it, why it was created, a minor bonus attribute, and enough flavor that it feels special and unique.
I have even used it for starting equipment. For example, a fighter in our current campaign wanted to start with a suit of scale mail that was a family heirloom. I added that it had the Compass ability (Character can use an action to learn which way is north), and because it was magical, was resistant to monster attacks like rust monsters. No bonus to AC, but the player is proud of his armor, and it is part of how he plays his character.
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Bran -- Human Wizard - RoT
Making D&D mistakes and having fun since 1977!
While I think that this is a cool idea, unless it has some in story game effect I don't see the point. While there are some player's who might find the whole "me and my sword" thing compelling, there are just as many that would be like "so what, it is a +1 sword." Now if they items backstory has some impact on the game such as being a plot driver or in the case of your fighter's scalemail then I can see where the time would be worth the effort but for the most part I have learned that despite whatever they may tell you most people just don't care that much about backstory. Usually they are just too nice or polite to tell you otherwise. Now with all that said, if this is working for you then ignore me and keep doing what you are doing.
J
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
How would the players know such detailed history on items? Do they loot them with certificates of authenticity? ; ) I can envision a branding or maker's mark on a piece, leading to NPC investigation as to it's origins/crafter.
Sometimes, I even leave magical effects on gear a mystery if the players don't have someone skilled enough to take notice. They can bring their gear to town and have it identified further.
Like Sedge stated, they probably shouldn't know these things right off the bat. This is kind of like the weapons found in the Hobbit. But, without the exposition fairy (aka Gandalf), there's no way the group would've known any of those things about the weapons, aside from they were elvish in design.
And while it's cool that your world is so much more immersive, as Auberginian stated, that will probably fall by the wayside once they realize it's only a +1 weapon. Giving the weapon a name is one thing, but unless you have an actual effect that does something in your gaming world, such as the fear effect Orcrist had when the goblins saw it in the Hobbit movie (granted that didn't happen in the books, but a lot of the stuff in the movie didn't happen in the books). It wasn't a magical effect like when it glows to show goblins/orcs are near, or even like that of Andúril on the ghost army (so don't make it a part of the weapon stats), but rather sheer lore that someone like the Goblin King knew to fear on sight.
(Yes, I used Tolkien a lot here, but it's the most recognizable reference point for D&D nerds like us)
Click Here to Download my Lancer Class w/ Dragoon and Legionnaire Archetypes via DM's Guild - Pay What You Want
Click Here to Download the Mind Flayer: Thoon Hulk converted from 4e via DM's Guild
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
There are some tables in the DMG (pgs 142-143) that I'll have my players roll on when they come across a magic item, ESPECIALLY if they had to purchase it from a dealer. I don't always use EACH table, but at least one. It helps flesh out the item a little, maybe adding a quirk. It's also a good device for random encounters, such as the "Dwarven" Shield +1 that almost caused a bar room brawl because the group of Dwarves there didn't think one of their shields should be carried around by a Human. Luckily they had a high-Cha Bard who was able to talk down the situation, and it resulted in some comedic drinking games and shenanigans.
I do agree that TOO MUCH flavor might become a "groan" to players, but just enough can enhance the experience.
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Bran -- Human Wizard - RoT
Making D&D mistakes and having fun since 1977!
I find it to be a balancing act. I don't tend to put much detail into consumable items, but also will put detail on a non-magical item. Magic is definitely special, but not the only key. A well made sword with a history may not be a fighter's permanent weapon, but it may lead the party to the maker of said sword and further adventures. Detail can be fun as a means to giving more depth to the world. A reason to go places and meet people. "Who made this?" etc.
I'm probably making a lot of mistakes and creating very specific magic and non magic items to give to my players throughout my campaign right now. It's a lot of work, and I'm not sure they're going to really care, but my primary motivation is to try and make them care. I like running very story and character-centric stories, and while a +1 sword might be cool and have nice pay off in a fight, I know my priority is pay off in story and roleplaying. Thankfully I think all my players are on a similar page with me there, and to be honest I kind of view giving my players anything is a chance to encourage character insight.
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
My players got super lucky when rolling on the tables; they're almost all equipped with +2 weapons, one with +2 armour, luck-stones, sending stones, a staff of fireballs... it's crazy. They're only level 9, but they take on stuff a lot tougher than them because of this. Still, I have them in a pretty challenging game right now, so it all works out!
EDIT:
I've taken to always rolling on the charts for giving items specific flavours, and I bend those results to fit the story. There's one player that keeps a magic item simply because holding it allows him to speak, read, and write Gith, who were a main antagonist for most of the previous campaign.
Go look at earthdawn's magic items. Basically you start with a bog-standard item that does little. In order to unlock better abilities, most items require you to learn their history. The best ones requires you to complete tasks that their creators or original owners completed (or for the best ones, things that they strove to complete, but never succeeded at).