Originally Posted by Dustmen
Okay, first, these names are garbage.

Then we have to ask where all these magical items are coming from, and why they are where they are.

Perhaps it should be pointed out to the devs exactly what page in the dungeon masters guide magical item creation is located (128-129), because they seem to think they're so common and so easy to make that enchanters would not only name these items frivolously, but invest the time, resources, and money into creating set items for very low level adventurers, and then losing them.

I applaud the desire to be creative, I think they should make a few magical items unique to the developer, but in the same vein, they should understand the in game creation process and rarity of the items they are feeding into the world.

Just becaue it only takes the devs fifteen minutes to code in a suit of frosty armor flakes or a sword kabob, doesn't mean they should, or that the rules allow it. If they didn't want to take this title seriously, they should have made DoS3.

Maybe unique magic items should come with a bit of lore that explains how and why they were made, and how they were lost. That could both make the items more special and tone down developers that are not fully in touch with the world in which their game in taking place.

Also, I think it would be good to find documents about rare magical items some time before you find them (although a description of a rare magical item should not be a guarantee that it is in the game), or some time after you find them.

At least this way developers will be forced to take more than fifteen minutes to put another magical item in the game, and to perform sanity checks.