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 06-25-2018, 12:28 AM   #11
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Attribute Adding Magic Items

Given how significant attributes are in TFT, allowing a +5 bonus is really game distorting, and even a +3 bonus is huge. I'd be tempted by giving items both a magnitude (probably not more than +2) and a max attribute level they can grant, so a +1 (max 20) is far more impressive than a +1 (max 12), even though they're both the same bonus.
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Old 06-25-2018, 07:27 AM   #12
Rick_Smith
 
Join Date: Apr 2014
Location: Coquitlam B.C.
Default Re: Attribute Adding Magic Items

Quote:
Originally Posted by Anthony View Post
Given how significant attributes are in TFT, allowing a +5 bonus is really game distorting, ...
Hi Anthony,
I agree. In new TFT, you can earn from experience 8 attributes and buy 15 more if you are rich. Let us say that the attribute adders were more expensive and maxed at a +2. Then you could earn 8 and buy 6. What I had suggested before was that you could earn 10 and buy 0.

Warm regards, Rick.
Rick_Smith is offline   Reply With Quote
Old 06-25-2018, 07:59 AM   #13
ecz
 
ecz's Avatar
 
Join Date: Jan 2018
Default Re: Attribute Adding Magic Items

once again I must say that the wise GM does not fear any rule.

In my opinion it's always possible avoid any negative collateral effect of such a magic items with good GMing .
I hope they stay in rules because add variety and open the path to new adventures.

Of course they cannot become common or be cheap. The original rules were not restrictive enough, in fact I simply doubled the required cost/time/ST for magic objects using an artifice.

if memory serves in the rules it was already suggested to GMs to not let players find/buy everything they want. I'm on this camp.

make magic objects rare, expansive, hard to find and to obtain, and you will automatically limit them .

Then also a ring +3 DX can exist at no harm for the system
__________________
VASLeague Tournament Director
www.vasleague.org
ecz is offline   Reply With Quote
Old 06-25-2018, 10:00 AM   #14
Rick_Smith
 
Join Date: Apr 2014
Location: Coquitlam B.C.
Default Re: Attribute Adding Magic Items

Quote:
Originally Posted by ecz View Post
...
If memory serves in the rules it was already suggested to GMs to not let players find/buy everything they want. I'm on this camp. ...
Hi ecz,
I don't recall that in the rules, can you give a reference?

Elsewhere in the rules, it does talk about ordering magic items from the wizard's guild.

One thing TFT did better than early D&D, was in D&D magic items were produced by dungeons. It never really explained how magic items were created. I thought that it was seriously cool in TFT, that one of my wizards could get smart, buy a lab, and make his own magic items.

Warm regards, Rick.

Last edited by Rick_Smith; 06-25-2018 at 12:16 PM.
Rick_Smith is offline   Reply With Quote
Old 06-25-2018, 10:19 AM   #15
Jim Kane
Banned
 
Join Date: Mar 2018
Default Re: Attribute Adding Magic Items

IIRC, there are magic items listed in DT and DT2 which cannot legally be found by following the numbered paragraphs; but these items where put into the numbered paragraphs to entice players with red-herrings (if you read paragraphs you should not have), and also served to exposed others who claimed to their group GM that they got these magic items while playing solo through the adventure.

Also, IIRC the party were given magic rings which let them communicate if separated while in the labyrinth, but these rings had to be returned to the Testing Officer at the end of the adventure.

JK
Jim Kane is offline   Reply With Quote
Old 06-25-2018, 02:30 PM   #16
pyratejohn
 
pyratejohn's Avatar
 
Join Date: Aug 2004
Location: Columbia, Maryland
Default Re: Attribute Adding Magic Items

Back home from a long weekend at the ocean and...

40 year old spoilers ahead...

The ring I was thinking of was in DT1 and it wasn't an adder, it was the blur ring. And what a nice ring it is. I can't recall if that was one of the "you can't get to it" paragraphs or not.

In DT2, the ring at paragraph 38 gives speed Movement at no ST cost, but it reduces the wearer's DX by 3. The one at 152 reduces IQ by 4.

Widening the search to include non-SJ written products that will hopefully make it back into the fold someday, the sword at 292 in Security Station is +3 to DX.
__________________
Happily RPGing since 1976.
My Gaming and Reenacting Site (under construction)

Last edited by pyratejohn; 06-25-2018 at 03:09 PM.
pyratejohn is offline   Reply With Quote
Old 06-25-2018, 02:59 PM   #17
pyratejohn
 
pyratejohn's Avatar
 
Join Date: Aug 2004
Location: Columbia, Maryland
Default Re: Attribute Adding Magic Items

Flipping through Tollenkar's Lair I found a +1 DX crossbow bolt at location 54.
__________________
Happily RPGing since 1976.
My Gaming and Reenacting Site (under construction)
pyratejohn is offline   Reply With Quote
Old 06-25-2018, 03:09 PM   #18
Steve Jackson
President and EIC
 
Join Date: Jul 2004
Default Re: Attribute Adding Magic Items

"It adds 1 to the shooter's DX when it is fired."

Do I need to rephrase that? That does NOT mean that if you have DX 10 and fire the bolt, you henceforth have DX 11.
Steve Jackson is offline   Reply With Quote
Old 06-25-2018, 03:15 PM   #19
pyratejohn
 
pyratejohn's Avatar
 
Join Date: Aug 2004
Location: Columbia, Maryland
Default Re: Attribute Adding Magic Items

Quote:
Originally Posted by Steve Jackson View Post
"It adds 1 to the shooter's DX when it is fired."

Do I need to rephrase that? That does NOT mean that if you have DX 10 and fire the bolt, you henceforth have DX 11.
No, I think it is fairly clear it is a one-shot item.
__________________
Happily RPGing since 1976.
My Gaming and Reenacting Site (under construction)
pyratejohn is offline   Reply With Quote
Old 06-25-2018, 03:18 PM   #20
Skarg
 
Join Date: May 2015
Default Re: Attribute Adding Magic Items

Quote:
Originally Posted by Steve Jackson View Post
"It adds 1 to the shooter's DX when it is fired."

Do I need to rephrase that? That does NOT mean that if you have DX 10 and fire the bolt, you henceforth have DX 11.
"Oh no! He's fired the bolt 5 times already! We have to stop him before his DX rises to super-human levels!" Hehehe!

I think it would be clearer to say it adds 1 to their adjusted DX to hit things with it.
Skarg is online now   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 01:08 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2019, vBulletin Solutions, Inc.