Published by Pied Piper Publishing.
Fantasy has always embodied the spirit of impossibilities come to life and the ability to interact within a fictional strangeness, and sometimes, to even understand it. The freshness of mystery and suspense that that brings to the game can be readily manipulated by a competent DM, and so too can it be enhanced by uniqueness, whether self-created or borrowed from books meant to help with that.
I’ve touched on the topic of my disenchantment with magic items (no pun intended) in this blog before. To summarize: I think one of D&D’s biggest flaws, one that’s been amplified as the years — and editions — have dragged on, is the reduction of magic and magic items to an alternate technology, often of a very base sort. It’s one thing to use a spell or item in a way that mimics a mundane technology. Anyone who’s run a campaign long enough has seen clever players do such things and I don’t (generally) have an issue with that. It’s another thing entirely, though, to create spells or magic items whose sole purpose is to mimic mundane technology, which is to say, that have no other use other than to introduce some modern convenience into a fantasy world. Worse still are those spells and magic items whose sole purpose is to provide some mechanical benefit — +2 to Armor Class or +10 to Stealth checks or whatever — rather than the mechanical benefit arising out of another in-game purpose.
Read the Full Review at Grognardia.