Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip

Reply
 
Thread Tools Display Modes
Old 07-15-2019, 12:54 AM   #1
Lord Twig
 
Join Date: Mar 2019
Default Handing out Magic Items

I have a group that is experienced enough that I want to start introducing magic items in their treasure (besides just potions). Or more likely, magic items being used by their opponents that they can loot off their bodies. The question is, what to give them?

Weapons with +1 to Dx or damage is pretty obvious, and armor and/or shields that absorbs an extra hit. Power stones for Wizards. But what is something more interesting but still not too powerful? I am looking at a Blur ring, which is pretty cheap (relatively speaking, at $3,000) but really seems super effective. So what items do you usually give out, or receive first? What comes later?
Lord Twig is offline   Reply With Quote
Old 07-15-2019, 01:52 AM   #2
Chris Rice
 
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
Default Re: Handing out Magic Items

Quote:
Originally Posted by Lord Twig View Post
I have a group that is experienced enough that I want to start introducing magic items in their treasure (besides just potions). Or more likely, magic items being used by their opponents that they can loot off their bodies. The question is, what to give them?

Weapons with +1 to Dx or damage is pretty obvious, and armor and/or shields that absorbs an extra hit. Power stones for Wizards. But what is something more interesting but still not too powerful? I am looking at a Blur ring, which is pretty cheap (relatively speaking, at $3,000) but really seems super effective. So what items do you usually give out, or receive first? What comes later?
I think before you hand them out, consider whether it will affect the games you will be playing in a good or bad way. If you hand out a blur ring at beginning levels it will make the character almost impossible to hit as most opponents will have DX12 or less. At medium levels, where opponents DX is often higher, items like blur rings will be more appropriate, even necessary.

Self powered items that are always "on" are particularly powerful. Stone or iron flesh, combined with armour, can make a character virtually invulnerable and can change the game in ways you might not like.

Items that give the ability to create a spell effect, like an Avert ring, are perhaps a better choice. They're not always on, and cost ST to use, so you have to consider whether to use them or not.
Chris Rice is offline   Reply With Quote
Old 07-15-2019, 03:22 AM   #3
Tywyll
 
Join Date: Nov 2017
Default Re: Handing out Magic Items

Quote:
Originally Posted by Lord Twig View Post
I have a group that is experienced enough that I want to start introducing magic items in their treasure (besides just potions). Or more likely, magic items being used by their opponents that they can loot off their bodies. The question is, what to give them?

Weapons with +1 to Dx or damage is pretty obvious, and armor and/or shields that absorbs an extra hit. Power stones for Wizards. But what is something more interesting but still not too powerful? I am looking at a Blur ring, which is pretty cheap (relatively speaking, at $3,000) but really seems super effective. So what items do you usually give out, or receive first? What comes later?
Don't forget 'fine' weapons!

Blur rings cost st to use, so a frontliner using one is still suffering 'damage' while engaged. Something to bear in mind.
Tywyll is offline   Reply With Quote
Old 07-15-2019, 05:37 AM   #4
Chris Rice
 
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
Default Re: Handing out Magic Items

Quote:
Originally Posted by Tywyll View Post
Don't forget 'fine' weapons!

Blur rings cost st to use, so a frontliner using one is still suffering 'damage' while engaged. Something to bear in mind.
Actually, in ITL p156 under the list of Lesser Magic Items, Blur does not require ST to use.
Chris Rice is offline   Reply With Quote
Old 07-15-2019, 05:46 AM   #5
Tywyll
 
Join Date: Nov 2017
Default Re: Handing out Magic Items

Quote:
Originally Posted by Chris Rice View Post
Actually, in ITL p156 under the list of Lesser Magic Items, Blur does not require ST to use.
Where do you see that? All I see is a description of what Blur does. you would still have to make it self-powered to make it free as far as I understand it.
Tywyll is offline   Reply With Quote
Old 07-15-2019, 07:10 AM   #6
Chris Rice
 
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
Default Re: Handing out Magic Items

Quote:
Originally Posted by Tywyll View Post
Where do you see that? All I see is a description of what Blur does. you would still have to make it self-powered to make it free as far as I understand it.
What I see is that, under the item description, no ST cost is listed. I interpret that to mean that when the item is put on, the wearer has a blur effect at no ST cost. You may interpret it differently.
Chris Rice is offline   Reply With Quote
Old 07-15-2019, 08:07 AM   #7
malchidael
 
Join Date: Jul 2018
Location: Near Milwaukee, WI
Default Re: Handing out Magic Items

Quote:
Originally Posted by Chris Rice View Post
What I see is that, under the item description, no ST cost is listed. I interpret that to mean that when the item is put on, the wearer has a blur effect at no ST cost. You may interpret it differently.
That is fascinating. I'll have to double-check my original version, but I'm almost 100% sure that in the original version of Advanced Wizard, enchanting an item gives the wearer the ability to cast the spell, not the effect - which is why self-powered items were so expensive and useful.

But yes, reading Legacy Edition, your interpretation makes sense.
malchidael is offline   Reply With Quote
Old 07-15-2019, 08:17 AM   #8
Chris Rice
 
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
Default Re: Handing out Magic Items

Quote:
Originally Posted by malchidael View Post
That is fascinating. I'll have to double-check my original version, but I'm almost 100% sure that in the original version of Advanced Wizard, enchanting an item gives the wearer the ability to cast the spell, not the effect - which is why self-powered items were so expensive and useful.

But yes, reading Legacy Edition, your interpretation makes sense.
The description in AW is the same. Still, some item descriptions specifically mention a ST cost and some say No ST Cost, whereas Blur says neither.
Chris Rice is offline   Reply With Quote
Old 07-15-2019, 12:16 PM   #9
Lord Twig
 
Join Date: Mar 2019
Default Re: Handing out Magic Items

Thanks everyone! This is exactly the kind of information I am looking for. Like I mentioned in my first post, the blur ring seemed like a really neat item, but seemed too effective for its cost. I might go through the item creation rules a bit more to see if it is priced correctly or should cost ST to use.

So fine or +1 weapons and armor are great, and only a minor buff that can be handled, but are there any other more interesting items to hand out? I'll start looking at items that cost ST to use as well, as they have a built in limiter.
Lord Twig is offline   Reply With Quote
Old 07-15-2019, 05:32 PM   #10
malchidael
 
Join Date: Jul 2018
Location: Near Milwaukee, WI
Default Re: Handing out Magic Items

Quote:
Originally Posted by Lord Twig View Post
Thanks everyone! This is exactly the kind of information I am looking for. Like I mentioned in my first post, the blur ring seemed like a really neat item, but seemed too effective for its cost. I might go through the item creation rules a bit more to see if it is priced correctly or should cost ST to use.

So fine or +1 weapons and armor are great, and only a minor buff that can be handled, but are there any other more interesting items to hand out? I'll start looking at items that cost ST to use as well, as they have a built in limiter.
Early in the campaign, "limited use" items are the best (in my opinion, of course). Potions, scrolls, charged items of all sorts. I've even used things like a sword that could gain a +1 damage bonus, but it only had 10 charges, and each charge lasted 12 turns. Then, you have a nice, normal sword.

Gems of Summoning Scout - low powered, useful, but not overpowering.

Bandages that double a physiker's healing - pretty powerful, but one-use only, and require a physiker to use.

Map that shows your path - no terrain/walls, just direction and distance. Awesome to keep you from getting lost, but can't be erased, so one-use only.

Caltrops that cast Shadow on the hex they land.

Swords or armor protected against red slime attacks, or other rust-based events.

Potions that cast Blur/Avert/Spell Shield on the user. 12 turns protection. And an alchemist might pay a pretty penny if the formula could be found.
malchidael is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:22 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.