Like spells, there seems to be a list of magic items that are considered crucial to an adventuring party -- cloaks of resistance, rings of protection, and potions of cure light wounds, for example. With hundreds and hundreds of magic items to choose from, some magic items are going to get short shrift. But what should players and DMs do when the random treasure table turns up something unusual? Toss it and move on? Maybe they can open up their minds and build a character (or adventure) around particularly interesting magic items. In the conclusion of this series, we examine a couple of the more corner-case special weapon abilities that exist in D&D -- bane and merciful weapons. Bane Weapons First off, the obvious -- bane weapons are designed for one thing and one thing only, which is killing a given creature type or subtype. If your campaign is chock full of a bane weapon's particular hated foe, then you're in luck. If not, then you may have a weapon that sits on your party's shelf of 'items to use later' or that is immediately sold for something more useful. Before you store or sell that bane weapon, here are a few ideas that may encourage you to keep it.
Bane Weapons for the DM If a bane weapon appears in your campaign, consider altering the flow of the game slightly to better incorporate the weapon into the game.
Merciful Weapons At first glance, merciful weapons may seem too 'passive' for most adventuring parties. The fact that the deal only nonlethal damage may mean that merciful weapons get little use in a game or are rapidly sold or swapped for something more aggressive. Here are some ways to use merciful weapons with your characters:
Merciful Weapons for the DM Just because a weapon is merciful doesn't mean that it can't be a thorn in the player's side or a great hook for further adventures. Despite the name, a merciful weapon still inflicts pain. Perhaps your archvillain carries a merciful weapon that he uses viciously (yes, irony) on his own minions -- often with little or no warning. Save a moment during the archvillain's monologue where he does such a thing and watch the horror on the players' faces. The same logic applies if the archvillain captures a PC and uses a merciful weapon to torture the character -- pulling out the lethal items only when the character refuses to talk. Conclusion That's it for this series. I hope that some of the ideas offered here spurred you as a player or DM into keeping some of those weird magic items in play, allowing them to breathe life and creativity into your campaign. Of course, I'm still trying to find a good use for that trident of fish command … .
About the Author Eric Cagle cut his teeth at Wizards of the Coast but now lives the extravagant freelancer lifestyle. Look for his name on D&D, d20 Modern, and Star Wars books. Recent credits include d20 Apocalypse, Monster Manual IV, and the Tome of Corruption (from Green Ronin Publishing). Eric also is a contributor to the Game Mechanics, Dragon Magazine, and this website. Eric lives in Seattle where the coffee is dark and bitter like his goddesses. | ||
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