
Foghammer |

I often lament that martial combat is boring at lower levels, and that having cool magic items costs so much gold (which really breaks my suspension of disbelief). So I'm always trying to think of ways to have magic weapons without making them fall in the realm of +1's and such. I think this idea may be a solution, but I want to get input.
Say you wanted to get a flaming weapon, but you're only level 2. You take that masterwork battleaxe you found on the orc chief to an enchanter and he tells you it's going to be 8000 gold before he even calculates labor. Sad day, because that's about 7 to 8 times what you have on hand.
But his brother, a slightly less skilled enchanter tells you he can do something similar for a mere 500 gold. Translated into game mechanics, the 1d8 slashing damage from the battleaxe would now be 1d8 slashing/fire. No additional dice of damage, just changing the damage type to be more than one. There isn't even a need for a +1 enhancement to be added because he's changing a physical property of the weapon. Flaming could later be added to it, and the damage would stack (which could be a hindrance if the target is immune to fire!).
What do you think, Forumites? I feel like it allows for some nifty magical stuff that can be used even in low-magic or maybe E6 campaigns without being super-broken.

master arminas |

Something that I did in my game is this:
Every notice how armor has plenty of special magical armor properties that are not equivilant to a +1, +2, +3, etc., etc.? I mean stuff like glamer that costs a straight +2,700 gp. Weapons aren't like that: every special property equates to a plus. So, I added some magical properties to the weapon list that are worth a set gp value, showing here.
Acidic-touched: +500 gp. Your weapon deals one (1) additional point of acid damage. This additional damage is not multipled on a critical hit. This damage does not stack with that from a corrosive weapon.
Flame-touched: +500 gp. Your weapon deals one (1) additional point of fire damage. This additional damage is not multipled on a critical hit. This damage does not stack with that from a flaming or flaming burst weapon.
Ice-touched: +500 gp. Your weapon deals one (1) additional point of cold damage. This additional damage is not multipled on a critical hit. This damage does not stack with that from a frost or an icy burst weapon.
Illuminating: +500 gp. Your weapon sheds light as per the spell light. This property can be activated or dismissed as a standard action.
Storm-touched: +500 gp. Your weapon deals one (1) additional point of electricity damage. This additional damage is not multipled on a critical hit. This damage does not stack with that from a shocking weapon.
Sizing: +500 gp. The weapon provided with this magical property automatically alters its size to one appropriate for the creature wielding it.
These are just some minor properties that can be added to any magical weapon (the weapon must still have a +1 enhancement bonus to be considered magical) in my game.
Master Arminas

Kolokotroni |

Did someone say low level magic items.
Seriously, the super genius games loot for less line is specifically made to provide interesting and permanent treasure to low level characters.
Edit: I also make use of 3.5 magic item compendium's weapon and armor augment crystals, which I really really like.

Foghammer |

I'm purchasing that product as I post this. The reviews weren't helpful, but it sounds like something I'm looking for. So far, though, the thread is full of good ideas. :D
EDIT: Nifty product, definitely worth the $3 pricetag. The faux-flaming comes across as a bit useless, though... :/ I can't think of any reason to drop 500g on it, even for role-play, but that's a minor deal.
Sounds like I was spot on with the pricing though, based on this PDF.