Unfortunately, even swords channelling the power of the plane of
elemental fire can get dull. It starts off by being a cool new item,
and dealing significantly more damage. A few more sessions later, it
can become nothing more than a stick that hits +2 harder, or more
likely 1D6. Of course, it doesn’t have to be this way. There are
many different methods, from complex magic items that simply can’t
be forgotten due to their combat options and out of combat
personality, to little extra touches. I hope to cover the second
option today.
Make It Cool In Use
My players like to have the scene set. It doesn’t matter that it
takes longer to run a session. They enjoy the story telling, and part
of that for them is the little details of the scene. It’s not
enough to roll a critical and see they killed the bandit, they want
me to describe it. Or describe it themselves. Amazing magic items
greatly change these scenes. The reaction from a vampire to a sun
blade is far different than being beaten by a non-magic mace.
Elemental Damage Is Fun
Elemental damage is one of the most common, and also one of the
easiest to add flavour to. Flame based weapons can leave scorch marks
on armour, and even walls and furniture on misses. +3 weapons can
make loud crunch noises and crack armour. Even if the armour holds
from a near miss, it might still crack or shave pieces off where
before it was piercing through. I’ve even seen a player who would
stick their cold damage dagger into their drink to cool it down. And
of course, in rainy weather your flaming weapon may create steam.
Electric and force damage is often trickier, but still possible to
work with. Your player might get a minor and harmless static shock
when trying to look over the body that they shocked. Maybe even make
smoke rise from them Star Wars style. Near by items could get shifted
and fall for force damage.
Critical hits that result in one hit KOs can be a lot of fun too. You
might freeze kobolds solid, or shatter parts of them. Perhaps their
water skin is frozen solid from the hit too. Even if their target is
still standing, you can freeze some terrain like a shallow nearby
puddle, or maybe for a moment the rain turns to hail. Or maybe have
the enemy shiver from a near miss. Have fun with it if it’s your
thing.
Don’t Overdue It
Like all things, moderation is the key. However, one or two details
per combat encounter can really help make players excited about their
magic items. Part of that involves having a good memory. If they have
a sun blade, don’t forget that they lit up a good portion of the
cave and can see who was attacking them in the dark. Even players can
forget some of the less obvious combat effects of items, and those
“oh yeah, cool” moments go a long way over the course of a
campaign.
However, it’s really still about their characters so a couple
details to show that their magic sword is still cool is often
appreciated. If they are the ones bringing it up, and trying to use
their item in a cool way, of course let them. But I’d suggest not
making the items the focus more often than a couple of times per
combat encounter, and be careful going too far. Turning on your sun
blade won’t blind everyone within range, but describing the now
revealed bandits covering their eyes for a moment before attacking
isn’t too much.
It’s a tool at your disposal and I think it is best used when
combined with techniques to make more interesting magic items, and
situations that give chances for your characters and magic items to
shine.
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