Making Magic Items More Magical
I’d like to expand on a comment I left on Jeff’s post about how D&D magic items are sometimes presented in less than magical ways by the rules. What is presented in a fantasy literature or film as a wonderous sword often boils down to Sword +1 in many game sessions. An imaginative DM and players can work around that and act like the sword is more special than the system makes it – but the overt math in the system does have the affect of taking some of the “magical” out of a magic item.
Instead of a bonus to damage a magic sword might do something like allow the player to reroll their damage dice if they want – although they would need to weigh the odds of doing so as they would need to keep the second result even if it were lower.
A magic shield or armour might allow a player to reduce the size of the dice being rolled for damage against them. An attack with a sword might only use a d6 instead of a d8, for example.
Some magic weapons might give the player the option to choose to do the average damage for that dice type instead of rolling. So a player could choose to roll a d8 with their Sword, or choose to just do 5 points of damage instead.
Focusing more on secondary effects of the items, or having them work differently in various circumstances is another way to add a bit more “magic” to the standard +1 weapon… and a little less math too.
I’ve mentioned before that I’m not a fan of lots of math in my games. Something I am a fan of is the different types of Polyhedral dice people use for many tabletop roleplaying games. Noodling around with this led to the parallel development of a dice-step system that I was pleased to discover a few other recent games have adopted as well (although not in quite the same way).
That’s something I’m planning on posting more about in the near future…





I’ve found that doing something as simple as asking the PC to 1) give the magical item a name (if that makes sense) and 2) describing it in detail makes many magical items more unique. So in stead of just a dagger +1 he’s got The Dragon’s Tooth, a curved dagger with an intricate design on the hilt that depicts a dragon’s mouth. It’s still just a dagger +1 from the math point of view, but now the PC really feels it’s truly magical.
This post along with the ones on weapons and shield are great. If I can get a classic d&d campaingn off the ground I will be using your ideas. Thanks!
Thanks! I’m glad I could help, and hope you get your campaign off the ground.
This is an element of 4e that isn’t executed with ‘fantasiticism’.
I like these kinds of tweaks. After all, Bilbo didn’t strike fear into goblins’ hearts with ‘+1 dagger’.
A nice way of making a weapon like Sting a more fearful item for Goblins is to make it’s magical effect be “always does maximum damage to Goblins”. While it might normally do d6 damage, Goblins (with 1-7 hit points) are really going to fear that consistent 6 points of damage on a hit!
Stuart, this is a great article. I’m about to start off a new D&D 4e campaign and I love the ideas of expanding magical effects beyond simple stat mods. I also like how in 4e you can keep balance by use frequency. Nothing cooler than a magical sword that lights the hallway and expends its charge to create a magical silence or something like that. Thanks.
I used to go onto “wall-hanger” sites like BudK and grab pictures of fantasy-looking swords, then make weapon cards, with the abilities of the weapon–both mechanical and flavor text–on one side, and the photo on the other. When players have a picture of their new toy and flavor text to go with it, the item seems for more distinctive and “magical”
@djkester: Thanks!
@Jason: That’s a great idea – I’m a big fan of making custom cards and other stuff like that.
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