Bonnetti mentioned black mageweave regalia in my "How does cloth armour work?" topic and, after I noticed that it was a set of Bind on Equip items, I said I might start a new topic...so here we are.
But as there are other types of ways for items to become Soulbound, I thought it might be better to discuss them all in the same topic. Here is what I said back there:
I think the Soulbound thing is interesting roleplaying concept for a couple of reasons:Big Mac wrote:One thing about this armour you linked me to, is that it is "bind when equipped" armour. That isn't something I see in regular D&D (except with cursed items). I find it harder to believe that people can pick up "bind when equipped" items, as loot, because I would expect someone who is walking around with a pair of magical boots to put them on (and therefore bind them to their body). I might start a new thread to discuss that.
- It allows a GM to give things to players that they can not trade/sell/auction as "working items" (they are only really good for disenchanting) and
- It allows a GM to give things to NPCs, but to make those items "non lootable".
The Bind on Pickup concept is slightly different, as just touching that sort of stuff should cause it to bind to your soul.
(I am going to intentionally ignore the Bind to Account concept, as I don't see a useful way to use that in tabletop play. I think that it could be possible to run a WoW: RPG campaign where one player rolls up multiple PCs, and uses different PCs for different gaming sessions, but I can't see a restriction that is based on the player being something that has an "in character" application in a tabletop game.)
The fact that magic items are bound to specific individuals, and not usable by other people, after they are bound to a soul, is a pretty interesting one. It makes magic items much much less useful, than they are without that restriction, so could possibly be used to justify them being "cheaper" to produce. That could possibly be a way to "sell" the concept of "Warcraft" as something where there is a lot of crafting going on (with collecting and mining things being part of that industrialised process).
The one thing that I think is a bit harder to "sell", as I said before, is the concept that you can kill a monster or NPC and then find unbound items that Bind when Equipped or that Bind when Used on their body.
I suppose that some people would buy or make stuff to trade to other NPCs, so would be carrying around a small amount of trade goods. If we assume that people within the WoW tabletop setting have lives outside of combat, I guess it makes sense for all of them to be carrying around some sort of random items (valuable or not) and making some of those things into things that are bound to the soul or not bound to the soul could be a way to make looting a body more about roleplaying than "getting some free stuff". It would certainly be fun to find a set of magical boots (known to be Bind on Equip) and not be able to find out if they are already Soulbound without putting your feet into them (or without casting a magic spell that provides that information).
There is the possibility that items become soulbound, but then that "wears off" after the owner is killed. But that is a bit of a risky concept to introduce in a game, as it could lead to people (PCs or NPCs) murdering other people, just to gain access to their Soulbound items. That could be a bit of a game-changing concept to introduce to a campaign. I'm not sure of all the implications.
Assuming that Soulbound items remain bound to souls after death, there could be some way to use this "in character". Items could work as mundane items, when worn by anyone they are not bound to, or they might be totally unusable, working against people like cursed items, so it is worse to try to use them than to use mundane (non-magical) items of the same time. But it might actually be possible, to use magic spells to find out who the items are bound to and then PCs could take items back to the owners, to see if they can get a reward for their return.
(If Soulbound items were introduced into a game, along with the idea of PCs and NPCs coming back from the dead, then I could see a situation where rescuing a body that was killed by bandits and bringing that NPC back from the dead, could lead to a quest, or a series of quests to go and recover looted items from the bandits who had killed that NPC. )