2019-03-31 Treasure into the Book

I’ve done it! I’ve started to add magic items to my Halberds & Helmets Referee Guide, and when that is done, I should finally have a “complete” system that no longer requires B/X or Labyrinth Lord to play. It has all the rules, all the classes, many of the spells (the Spellcasters project remains unfinished), all of the monsters, all of the big setting stuff (mostly just the two pages on the Norse gods and realms and my favorite additions, plus Hex Describe with the Alpine maps and descriptions), the treasure types, and now — at last – thé magic items.

It has been ... eight years in the making? The first thing I wrote about it was 2011-03-11 GM Style Manual.



What’s your approach to magic items then?

For me it is proving to be the last hurdle for me to finish my b/x hack of 5e. On one hand, I find magic items in b/x to be one of its weakest points from an osr perspective as the items are mostly rather dull and functional. Been working on a procedural generator for it instead to help spur creativity.

OTOH, not including stock magic items might be too inhibitive for actual game play.

Anders H 2019-04-01 06:55 UTC

For now, it’s mostly small stuff: my favorite scrolls, my favorite potions, summoning things, +1 and +2 weapons and armor, small extra effects, but also dedications to the gods and demons of the setting, names of the people that made it or to whom it belonged, references to dragon names, dwarven forges, all of that. I actually started with a generator, then I stopped working on it, and now I’m trying to translate it all back.

To give it a try, visit Hex Describe with no map, and paste a dozen lines of this:

[magic item]
[magic item]
[magic item]
[magic item]
[magic item]
[magic item]

Or look at the 100 examples here: 2019-02-22 Magic Items.

– Alex Schroeder 2019-04-01 17:58 UTC

I uploaded the current state of affairs: Treasure.pdf.

– Alex Schroeder 2019-04-01 20:19 UTC

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