So a little return to 4th edition, you may have noticed my thoughts and attention often wander away from 4th edition, but thats only to drag, kicking and screaming, the better parts of other games back to 4th edition. I’ve been watching/reading the Dndwithpornstars blog play reports with a certain amount of envy, I really think Zak’s game pulls out alot of what is positive of the old dnd. And a big part of that I feel is the nifty and wierd magic items.
Now, 4th edition has magic items, it has a bajillion of them, but the majority of them are of the boring combat oriented sort. A +5 Dagger is not more interesting or exciting than a +1 dagger. I’m not saying we need to get rid of combat magic items, but rather, we need to introduce non combat magic items. In much the same way the skill challenge provides something interesting to do that is not combat, magic items should provide something similar. In a way this is already in 4th with magic items quite expressly working the way they need to (in that enemies dont need magic items to hit the pc’s etc, because it creates a ridonculus economy afloat in +1 daggers).
So how do I do this, lets examine what is interesting from the ODND magic item.
These items are often meant to be used to avert/evade combat rather than win combat
These items are often time limited or decay (such as the Old School Adamantine Armour)
These Items are not salvagible in the most common way (sale) except to a handful of people (this ties into the point above)
These items often have strange or wonderous propierties (indeed the wonderous magic item, is 3rd and 4th editions attempt to recreate these items).
So what does that have to do with anything? See what follows
What are Pseudo Magic Items?
Pseudo Magic Items are an irregular catagory of magical item, that result not from magic item creation (by ritual or wizard or whatever) but by the unpredictible conflux of events. They serve as a kind of colour reward that while still useful (ie a reward) is not quantitized like regular magic items.
What do Pseudo Magic Items Do?
Pseudo Magic Items do a variety of effects, generally related to their physical origin or the events related to their creation. What Psuedo Magic Items do not do, is make attack rolls, deal damage, heal hps or other ‘boring’ stuff
Where and When do you make Pseudo Magic Items
Add perhaps 2 addittional Pseudo Magic Item Treasure Packets to your regular list of treasure. The Items should be determined by the encounter or skill challenge that spawns them. Most Psuedo Magic Items are directly related to the death of magical beasts and extra planar creatures. (ie A Fire Dragon’s Heart, a Medusa’s Head, an Ettercap’s Silk Gland). Pseudo Magic Items from Skill Challenges may either be a form of useable mcgufferin (ie the artifact the pc’s have been sent to rescue is the soul of a boy bound by magic to a rather mundane sword) or unintended consequences. (ie The weapon you used to pass the challenge of heroes can now summon a sage that will answer one question truthfully, the weapon that destroyed your hated enemy now glows in the presence of danger). The key feature of the Pseudo Magic Item is that it does nothing numeric.
Why Pseudo Magic Items
Because it encourages and enthralls players with non linear rewards. There is something about the surprise toy inside the happy meal that makes them really great, they dont really add to the value of the meal, or your toybox. Its the idea of getting something extra that is cool and serves as a launching pad to reveal some more of the interesting magic lore of your world.
How
By Gm Fiat, these items arrive because of unusual concentrations or interactions of magic and are not easily repeatible. If slaying one medusa creates a medusa’s head, slaying another one may not, slaying 20 more may not, or it may produce 20. Its up to you. As said before these magic items have no effect on wealth giving no numerical bonus and being unable to be sold. If you want, you could probably allow these items to be disenchanted for residium (20% of an item of the pc’s level worth or less) without too much fuss, but they can’t be sold or used forever because they are limited either by time or use. A medusa’s head may only last the day before it begins to rot, adamantine could survive only a few hours of direct sunlight in old editions, a fire lizard’s gizard may only have one burst of bile left, etc, etc. Occassionally these items may be Mcgufferins or Quest Items (go fetch me 12 warg furs boy), but other than that they are just oddities of the magical world. If one of your players attempts to make some sort of fetishist by constantly using these items, just remember these items only last as long as you want, they may wither and rot before people get to use them.
Here’s some ideas.
Fire Lizard’s Gizard: Treat like a molotov cocktail, catching whatever it is thrown on alight. If used against a creature its makes a suitibly large area arround it full of flames (go check page 42 if you must)
Medusa’s Head: Petrify all Minions in an Encounter
Medusa’s Tears: Create a potion of petrification (thats right it petrifies the person who drinks it)
Dragons Heart :Returns youthful vigour to a person for a day
Ettercap Gland, creates a perfect silk rope , 50′ long.
Dead Head, answers one question truthfully before passing on
Hexward Juju, absorbs the next mark, hex, or curse cast/used on a player.
Rusteater Frond, destroys target small metalic item (like a lock or hinges)
Breath of the Air Elemental, knocks down a giant or stops a person from bleeding out (their last breath from escaping)
I hope you find this helpful,
The Filbolg