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-   -   Attribute Adding Magic Items (https://forums.sjgames.com/showthread.php?t=158148)

David Bofinger 08-23-2018 10:05 PM

Re: Attribute Adding Magic Items --> increase costs of new attributes.
 
Quote:

Originally Posted by Rick_Smith (Post 2204543)
do you want to gain your remaining attributes slower, OR gain the advantage of the attribute adder right now?

Players are going to want to fight the easy battles with the ring off, and put it on for the boss fights.

I don't think this adds much to the game. But in fact neither do attribute adders.

Rick_Smith 08-23-2018 10:11 PM

Re: Attribute Adding Magic Items --> increase costs of new attributes.
 
Quote:

Originally Posted by David Bofinger (Post 2204908)
Players are going to want to fight the easy battles with the ring off, and put it on for the boss fights.

I don't think this adds much to the game. But in fact neither do attribute adders.

Hi David,
I got rid of Attribute Adders early, so I hardly disagree with you. But the rules I suggested make taking off attribute adders and putting them on casually unlikely.

Warm regards, Rick.

ak_aramis 08-24-2018 01:00 AM

Re: Attribute Adding Magic Items
 
Quote:

Originally Posted by DouglasCole (Post 2204599)
I hate to bring up that other game, but the no passing around rings of regeneration or trading around magical whosiwhatis is the reason fifth edition instituted the attunement concept. Basically, you can only attune to a few items at a time, which serves the same purpose as the maximum of +5 to bonuses, and it takes I believe a long rest, which is about eight hours, in order to achieve the level of bonding required to use the item. So if you want to pass around magical items, you better be ready to stay in place for the better part of a day.

Short rest - about an hour - not long rest. (DMG138).

DrewAstolfi67 08-24-2018 11:03 PM

Re: Attribute Adding Magic Items
 
So one of my characters once had a cutlass that conferred the Fencing and Veteran Talents...but only if I was using it for purposes it approved of. It was an anarchist and believed in "propaganda of the deed" so anytime I acted like Robin Hood I was suddenly pretty kick ass. It was a singular item, we didn't have a lot of these - but have you considered this?

Apologies if someone already said this I am new to this thread!

Steve Jackson 08-26-2018 11:11 AM

Re: Attribute Adding Magic Items
 
Sounds like fun.

I am now imagining a world where ALL magic items have personality - they are powered by what the wizards call demons - and whenever you don an item you take on some of its aspect. If you use more than one magic item you will be subject to occasional paralysis of thought unless the items have very similar goals.

Items want to be worn, so a 4/IQ roll might be required to take one off. Certainly you can't depend on being able to casually remove one as a battle starts.

GreyMage 08-26-2018 11:34 AM

Re: Attribute Adding Magic Items
 
That would be...interesting. Let the squabbling amongst the gear begin! :)

Terquem 08-26-2018 11:52 AM

Re: Attribute Adding Magic Items
 
"I absolutely refuse to be seen in public with that, that HAT."

"But you're a pair of shoes."

"Oh, don't let him push you around. It's a fine hat. It matches my trim."

"Sure, listen to the cloak. When did she ever support you when we were running for our lives."

"At least I didn't run us into that bog. How many times have you run away anyway."

"---"

"Oh, great, now you've hurt his feelings."

"Oh, be quiet, belt, you go with everything."

"Guys, guys! Please, we need to work together, for a change."

"That's you scarf, always trying to be the coordinator."

tomc 08-26-2018 02:43 PM

Re: Attribute Adding Magic Items
 
Quote:

Originally Posted by Steve Jackson (Post 2205500)
Sounds like fun.

I am now imagining a world where ALL magic items have personality

This sounds like the djinn sword "Whehalken" from stories in some early 80's Space Gamers, written by Timothy Zahn. (Yes, that Timothy Zahn.) It had a distinct personality.

The Space Gamer PDFs are available for a few bucks each:

"Sword's Man" (with rules for D&D, easily used in TFT) - http://www.warehouse23.com/products/...amer-number-43

"Symmkyn's Edge" (with generic rules for the Symmkyns edge by SJ) - http://www.warehouse23.com/products/...amer-number-48

"Vampire Trap" (with gaming notes by SJ) - http://www.warehouse23.com/products/...gamer-number-4

Do yourself a favor!

Kaledor 08-27-2018 08:03 AM

Re: Attribute Adding Magic Items
 
We used attributes in our Magic Items but also had a quality of weapon being made. A good quality weapon that was made for the person might gain an addition +1 to hit (better balanced for the specific user).

We did have attributes added to magic items as while - i.e., Gauntlets of Ogre power added +1 to the users strength.

- Arneson

Chris Goodwin 08-27-2018 01:12 PM

Re: Attribute Adding Magic Items
 
Quote:

Originally Posted by Terquem (Post 2205513)
"I absolutely refuse to be seen in public with that, that HAT."

"But you're a pair of shoes."

"Oh, don't let him push you around. It's a fine hat. It matches my trim."

"Sure, listen to the cloak. When did she ever support you when we were running for our lives."

"At least I didn't run us into that bog. How many times have you run away anyway."

"---"

"Oh, great, now you've hurt his feelings."

"Oh, be quiet, belt, you go with everything."

"Guys, guys! Please, we need to work together, for a change."

"That's you scarf, always trying to be the coordinator."

Plot twist: these are all being worn by a zombie whose creator died. They're all fighting amongst each other for control. (Edit: No! One of the items -- the hat? -- causes the wearer to rise as a zombie when killed, under the control of the item's creator. In this case, the item's creator is dead, so the zombie acts like one whose creator has died... except that it's under the hat's partial control.)


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