Related to last week’s post, one of the big issues with item loss is that 3.x created very attractive magic items that had bonuses that could be worked directly into the sheet. When you have a +3, Flaming weapon, everything about that is permanently incorporated into your weapon block. It feels like a part of your character. Taking it away feels like losing stats.
In addition, it creates an impetus to price every magical effect (exacerbated by 3.x‘s formalized item economy), and there are definite winners and losers when you do that. Interesting but highly situational effects get comparison-shopped out of use. You’d only deliberately create a Ghost Touch weapon if you were fighting a ton of incorporeal creatures, and you might use it on a weapon that you got as treasure, but each time you have a downtime you’re going to think about selling it to get something with a more consistently useful bonus.
So for my upcoming Beyond the Wall campaign, I’m thinking about placing a flat moratorium on enhancement bonuses and any item abilities that provide some other kind of reliable bonus (of the kind that can easily be tagged to a stat line such as +1d6 fire). Instead, items will hopefully be completely focused on their abilities, and a cool item with an ability you like might be something you hang onto throughout your career (meanwhile, items you use less often won’t cause emotional pain when they’re lost).
Below is some tinkering with how this will work for weapons.
Most 3.x weapon abilities that don’t provide a flat bonus to attack or damage are probably directly useful, particularly Brilliant Energy, Dancing, Distance, Ghost Touch, Keen, Returning, Seeking, Spell Storing, and Throwing. New abilities could include:
- Bane: This ability is usually contingent. Creatures damaged by the weapon suffer a penalty of 2 to all d20 rolls the subsequent round (this penalty stacks from multiple hits from bane weapons). If the weapon is held to a creature’s skin (or a contingent creature tries to wield it), the penalty is ongoing and the creature takes one point of damage per minute.
- Blessed: This weapon can harm creatures that are only vulnerable to holy items, and may be useful for various story-related reasons.
- Elemental: This weapon sheds an energy of some type (e.g., fire, cold, electricity). Its damage is treated as that type against creatures vulnerable to it, and it may, at the GM’s option, deal more damage than a normal weapon against creatures resistant to physical damage (e.g., a cold steel sword may do nearly as well as a silver sword against lycanthropes, but does nothing extra against a winter fae). The wielder may also use the energy for utility purposes (e.g., a fire weapon emits light and ignites things like a torch, a cold weapon can be used to slowly make ice, and an electricity weapon could be used to power ancient mechanisms).
- Functional: This weapon is especially useful for a named function as a tool. A slashing weapon may be especially good at cutting underbrush or felling trees, while a bludgeoning one may be particularly good at smashing through obstructions. It grants a +2 bonus to skill checks to perform the task when the GM doesn’t let it succeed automatically.
- Life-Drinking: A creature slain by this weapon heals the wielder a number of HP equal to the creature’s hit dice or level.
- Lightweight: This weapon can be wielded far more easily than its form-factor implies. Two-handed weapons can be wielded in one hand, and one-handed weapons can be treated as light (sufficiently to be used by smaller characters or easily off-handed).
- Magic: This weapon can harm creatures that are only vulnerable to magic items, and may be useful for various story-related reasons. Unless an item specifically references this ability, possession of other abilities does not imply that it is sufficiently magic for bypassing resistances.
- Puncturing: This ability is usually contingent. The weapon’s attacks ignore the target’s bonus from worn or natural armor (but not from a dexterity or other bonuses to AC; i.e., make a touch attack in 3.x parlance).
- Slaying: This ability is usually contingent. After rolling damage against a target, if double that amount of damage would drop the creature to 0 or fewer HP, the creature immediately dies; if it would not, the rolled damage is applied normally. For example, against a target with 10 HP remaining, attacks that deal 4 or less damage work normally, while attacks that deal 5 or more damage kill the target.
- Unbreakable: When wielded in combat, this weapon cannot be broken (by directed attacks or misfortune). It is up to the GM whether this effect can be used for utility purposes (e.g., bracing something to keep it closed or otherwise stuck).
- Warning: This ability is usually contingent upon type. The weapon glows or otherwise does something to notify the wielder of nearby threats.
Many abilities are contingent on something. A weapon can have different contingencies for different abilities.
- Charged: The weapon must be charged through some action, and retains the ability for a certain period afterward and/or until a certain action expends the charge.
- Code: The ability only functions while the wielder maintains a code relevant to the creation of the weapon.
- Desperation: The ability only functions when the wielder has been reduced to half or fewer HP.
- Environment: The ability only functions in a specific terrain (e.g., forest) or other environmental condition (e.g., outside in a storm).
- Inherited: The ability only functions if the wielder is of a particular race or specific lineage (possibly including being trained in particular class or order rather than bloodline).
- Situational: The ability only functions under some other quantifiable situation (e.g., during the day, against an oathbreaker, etc.).
- Type: The ability only functions against a particular race or other specific description of target type. If the target is usually only vulnerable to a particular material, the weapon is almost always made of that material (e.g., lycanthrope-bane weapons are almost always made of silver).
- Unbowed: The ability only functions when the wielder is unwounded/at full HP.
- Blood Drinker: This weapon (usually a sword or dagger) may be charged by the wielder taking damage as a free action (cutting oneself on the blade). While charged, it is slaying and life-drinking until it has slain a target or the blood dries. The damage taken by the wielder starts at one HP, and increases by one for each time it is used in a day.
- Coffin Nail: This iron dagger may be charged by leaving it buried under a crossroads during the night of the full moon. While charged, it is bane, ghost touch, magic, and slaying against undead. The charge ends after a full cycle of the moon or once it has slain a single undead. Due to its bane property, undead that cannot be permanently slain can at least be buried under a crossroads with the nail in their hearts (the ongoing damage of the weapon keeping them quiescent).
- Commoner’s Holdout: This small, concealable weapon is slaying and puncturing when the wielder is suffering desperation.
- Family Weapon: This weapon is unbreakable while the wielder maintains the family code, magic when wielded by an inheritor of the family, and may also have other powers related to the family’s history.
- Hedgecutter: This functional weapon (a sword or axe) is extremely good at cutting through vines, thorns, and other undergrowth to harvest them or forge a trail. It is bane and puncturing against plant creatures.
- Sidhe Sword: This silver blade was forged for fae nobility. It is unbreakable against any situation other than cold iron. When wielded by an inheritor with fae blood, it often displays other powers.
- Siegebreaker: This large mace or mattock is functional at destroying doors, walls, and other fortifications. It is slaying and puncturing against construct creatures. Some say it is lightweight for those that follow the right code.