Hamakto wrote:
The difference is that they don't just hand out generic items, they hand out specific items. I think items should be specific.
That said, they can be any power level. Sting is maybe a +1 short sword that glows. The difference is it's not just "a" +1 short sword, it's a named short sword.
See you are now confusing DM presentation of items with core rules. Sting could very well be a +1 Short Sword that glows. It could be a +1 short sword that glows in the presence of goblins. It could be the same but it is a goblin bane. +2d6 damage.
Giving it the name of Sting makes it cool and memorable. Why would 'Sting' be in the core rules? If you are not running a Tolkien-esk campaign, then the item itself does not really apply.
I never said put Sting in the core rules, just like I never said all magical items should be extremely powerful or extremely rare.
What I'm saying is that, however rare they are, or common; however powerful they are, or humble; every magical item should be unique and different. Generic items
Sting-like would be cool, though, and the item creation rules are good rules (goblin-bane, etc.). Instead, though, what if we had item stat blocks the way we have monsters?
Name: Sting
Bonus: +1
Powers: Glowing (trigger: orcs); Spider-bane
Quirks: (this is where Elric's curse would be put)
We really do not know how the monsters are going to be developed in DCC RPG. Will you need magic weapons to hit a monster? If so, then yes you will need more common +1 weapons out there. As a DM, you can attach a name to the sword to make it special, but it is only a +1 sword.
*If* monsters are designed to require +1-+5 items to hurt them, which was an issue back in the day, so they turfed it and good riddance. Gone for preference of specific types of weapons: adamantine, silver, magic (regardless of plus), good, lawful, etc.
Keep in mind there are other ways than having a crafted magical sword do this stuff. Elysium Silver could count as silver and good. Charms could be placed on a blade to bless it with the power of Law (which I just got to in Sad Giant's Shield last night).
Let's step back and look at the 'elven cloaks' that were given the fellowship of the ring. Were they magical? I would say yes. Were they unique? No. Uniqueness should be the providence of the DM and their adventure. Not an aspect of the rules.
How one defines magical should be more broad than whether they were crafted as magical, according to the item creation rules.
As well, DCCrpg is *supposed* to be a game about Appendix N. In Appendix N there isn't the same disposable aspect of magic items that developed because of video games and D&D.
So no, it shouldn't be merely the providence of the DM. This is a game set in a particular style related to a large swath of books. If the DM wants to run something else, they can. They're asking, by playing this game, to be informed of Appendix N design considerations. In fact, I'd argue that having this be the style for magical items they'll not only enjoy the game more but they'll actually think "wow, this game is better than generic D&D".
I'm not saying there won't be magical treasures aplenty. I'm saying that certain items, crafted magical gear, should be named regardless of power level.