[RPG] Minor Effects for Magical Items

balancednd-3.5emagic-items

I tend to prefer high-magic fantasy games, where magical items can be purchased (at around the DMG prices, in D&D) in many large(ish) towns – it's common for the very well-off to have magical items. Most of these are trivial – clothes that resist tears and stains, buckets that can hold slightly more water than they should be able to, tools that stay sharper, etc.

I also extend this to magical arms and armor, sometimes in unusual ways. A villain's +3 greatsword, for example, might make a sound similar to a terrified scream when swung, or a cleric's +2 breastplate may glow with his god's holy symbol when he's struck. These effects are typically flavor, without any effect on game mechanics (though I will allow it in limited circumstances – the sword swinging may alert distant guards, or the holy symbol's appearance may grant those who see it a Knowledge(regligion) check to recognize the cleric's allegiance).

Some shopkeepers will have these applied as well, at character's request or on their own behalf (one shopkeeper actually got back at a dwarven PC for an insult in this way – he indicated that the +1 Dwarven Waraxe had a 'really useful' added property, which he upcharged for, activated by a command word…it turned it into a stepstool when you activated it).

What sort of effects would be appropriate for this type of 'enhancement'? What should I allow at no cost, and what should I up the gp value for?

How can a clevermunchkiny player turn this against me to gain an advantage?

Best Answer

Well, that seems nice and colorful, just don't allow more than one such color ability per item, and put a flat GP cost rider on it (not a whole +1, in other words, a +250 gp or +10% or the like). Have the rule that it needs to be completely innocuous, as in "less than a level 0 spell." If it rises to the level of a level 0 spell (and I'd say making enough noise, for example, does) then upcharge it using the existing rules...

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