Here's something that's been stewing away for a while as I slowly work on plots for my games (if my group will ever agree on a time to meet this holiday season), and I'm hitting a debate.
I've seen many claim that magical items, syrneth artifacts, or any other item of "power" should be classified as a Signature Item. My concern here: how would you handle magical items that don't fit into the regular rules of just adding bonus dice?
As an example, we have rules for "Dracheneisen" weapons that cause additional damage to monsters and glow when close to monsters. There are suggestions about how to use them in the game and what should be done to get one, but the debate then stands: is this a Signature Item of some sort, or is it just a physical reward with specific bonuses?
I'm bringing this up because I'm on the fence about other non-mundane items. A part of me wants to implement a cost for them (like an Advantage) as they do offer benefits that are both mechanical and story-driven, but I feel odd requiring it because these are physical items that can (and should be, for plot reasons) be taken away.
Some examples that came up (due to seeing them in other campaigns) were objects to allow you to see in the dark, a glass that is always full and never spills, a compass that doesn't point north (pointing options vary), a spyglass that shows you your heart's desires, a runed weapon that calls storms, and the obligitory list of Montaigne Puzzle Swords with semi-magical effects (like the ghost handle).
Some items I feel are more plot devices (like the globe that provides light and chases away nocturnal monsters, and is the key to an ancient tomb, or a clockwork "compass" that works like a radar for syrneth sites), while others are clearly for the benefit of the character.
Really, in the end, it boils down to this: how do YOU handle non-Signature Items that offer benefits? Do you turn them into advantages of their own (and if so, how do you feel they are scaled), or are they general "rewards" that can be easily taken away?
Follow-up point: how do you handle a Signature Item that "evolves" over time, such as a weapon being imbued with a magical power or a family heirloom signet ring that unlocks doors? (Examples are way out there on purpose)
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