I watched a really cool documentary on the Ulfberht viking swords. It's on Netflix and I really enjoyed it. I love watching this modern day smith recreating the methods of forming the blade and thinking about the trade routes from the middle east that brought this advanced alloy to the northern reaches of the world.
I've also picked up GURPS dungeon fantasy adventurers (the first one). While I just started a campaign using the Swords and Wizardry Ruleset, I think I may pick up the GURPS 4e core books and try running this system for my next fantasy game. One of my favorite sections of the adventures book was the equipment! I really like the way you could add "attributes"to weapons ("Dwarven" "Fine", "balanced", mysterious alloys, etc...). It really allows for great customization of weapons among a group of adventurers. They also had other great non-magical but unique items for characters to spend loot on.
As a second edition AD&D DM I used to allow for "fine" crafted weapons to offer a +1 to either attack or damage, which could be lost on an attack roll of a 1 until you saw an expert weaponsmith to repair. One of my players, started a game with a legendary crafted weapon +1 to both attack and damage (non magical) and then over time, converted that to a magical +1 to both, paying for enchantments with found magical items. He then added some special abilities over time, and kept this singular weapon through the whole game up into the higher levels.
I really liked the idea of non-magical "special" equipment. I've got to think of using some of this in a DnD game setting. Maybe using some of it as loot.
My Modified Mook Rule & Hard to Subdue
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I use a modified mook rule, as discussed in these two posts:
My Modified DF Mook Rule
Reflections on my Modified Mook rule in play
I still use these in pla...
9 hours ago
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