I come from playing Earthdawn, where all magic items of significance are named and storied, even the lowliest +1 sword equivalent, because they draw their magical power from the legend associated with them (in Earthdawn the most powerful magic is collective belief, so legendary characters and powers are not just powerful because of what they did or how they were made, they are powerful because more and more people know of their legend.). That makes them rarer and more impactful to the character because they have to learn aspects of the legend behind the item to unlock its powers. Their powers often also are specialized in part. So for example, while the sword gets a little stronger as you increase your bond with it, it gains bigger bonuses when wielded against a specific kind of enemy. Or there's a shield that can reflect spells, or a corrupted helm that gives you the power of some of the big bads, at the risk of corrupting you utterly (and permadeath is not rare in Earthdawn so it's a real risk). Oh, and unless you got real lucky on finding a detailed account of what the item does, you have no idea what your item will do until you increase your bond with it and unlock the new power. That makes them far more exciting.
There's also plenty of magical items from hot pots and light crystals, but those are low-power items. Then there are blood charms, which are basically the fantasy equivalent of cyberware, which draw on the wielder's life force (blood magic). Earthdawn is the fantasy brother of Shadowrun by the way, so it has a few similar concepts.
So in the end, you can have plenty of magical stuff. You'll be happy to have light crystals when exploring a dark dungeon (no, ancient underground cavern ruins don't conveniently have lit torches) and your cold storage pot keeps your food fresh so you don't have to forage all the time as you travel. But when you find a magical weapon or item of significance it's a big story-changer. The party has to decide who gets to use the item (no, not everyone gets one at the end of every dungeon like a good boy treat) and then the legend has to be researched in some way, before the character can bond with the item and unlock its power.
So yeah, I find D&D's +1 sword a bit boring although I appreciate its simplicity. It always found wondrous items far more interesting because they open new options. Artifacts are the only items historically which have those super-cool powers, but of course you don't get those unless you play to the epic levels and even then it's rare, and they often focus more on power than utility.
Last edited May 17, 2026 7:50 am