I am not a total big fan of this concept as a core part of the DCC. There are low, middle and high magic games. So the magic item tables should be fairly generic to start with... umm... similar to what was in 1e. I want to avoid a shopping list type environment if at all possible, but that is really a DM's decision when running the game and not a rule decision.fireinthedust wrote: As for magic items: my take on them is that magic items are artifacts with names, every one unique. I'd like a list of unique magic items. Generic stuff can be adamantine, that sort of thing, that's not enchanted per se. Random generation tables are great, sure, but a list of swords like "the doubling sword of chaos" would be sweet. A sort of unofficial checklist of actual rather than generic swords. In my setting there right now there is an actual flametongue sword, and an actual frostbrand, a specific Lifedrinker, and The Vorpal Sword.
As to what makes up a magic item? I would love that magic items become less about a Wizard sitting around and enchanting and more about rare things that can be found/purchased in the world.
If we use the already common ascending AC system (not a DR system), then this would be possible.
Adamantine --- provides a +3 to +5 bonus to metal armors. (i.e. Chain would be +8 to +10 armor bonus)
Dragonhide --- provide +1 to +5 bonus to leather armors. (leather would be +3 to +7 --- maybe some elemental resistance of 25% or 50% of the dragon type?)
Mithral --- provides a +1 to +3 bonus to metal armors (i.e. chain would be +6 to +9 armor bonus)
The range of bonus could vary by purity of the metal. Skill of the blacksmith (i.e. not every can work the metals).
If you enchant the armor, you would 'imbue' the armor with additional properties... not additional AC bonuses. Resistance to slashing weapons, elements, weight, speed, etc
If you look at weapons, you can do the same sort of thing...
The crafting of the weapon and the materials in the weapon are what grant it most of the combat bonus to hit and damage. Balance of the blade, the sharpness, and weight provide most of the bonus. Where the enchantment comes into play would be making certain effects permanent.
Example: After dipping a sword in the blood of a freshly killed Red Dragon, the sword gains the flaming quality. That effect would slowly fade over a period of time unless a Wizard 'enchants' the blade and makes the effects permanent.
A wizard imbues the spirit of a departed warrior into a blade to grant additional combat skills to a weapon. This weapon does not gain any bonus to hit, but instead bumps up someone combat dice (not sure of the term here) to a minimum of d8. If they already have d8 or above, the blade either no longer helps the person fight in combat OR provides only a +1 shift in the combat dice.
But the core + to hit on a weapon would not change in these examples.
Heck, it could be that to even forge these mythical metals... a spell caster must work with the Blacksmith to 'weaken' the metals for crafting.
What am I getting at? I am looking to bring old school magic item creation back to the game. You used to have to 'find a tree hit by lightning' to make a wand of lightning. Are potions just something that can be mass produced in a factory? Or do they require special ingredients:
Example: Potion of Firebreath: Drinking a vial of fresh red dragon blood grants the character the ability to breath fire for the next turn or after expelling three breaths. Barring the ability to have fresh dragon blood on hand, a Wizard can collect blood from any number of fire breathing creatures and mix them together to synthesize the same effects of the red dragon blood.
I know that going into detail like this would dramatically increase the size of the magic item portion of the manual, but I think that bringing something like this as a core mechanic of the game would be very interesting. Giving a list of 'standard' type items and materials to use as a base for the adventurer.