06-25-2018, 02:22 PM | #21 |
Join Date: Aug 2004
Location: Columbia, Maryland
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Re: Attribute Adding Magic Items
You know snarky players will say, "But what if I need to roll to miss something first?!?!" ;)
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06-25-2018, 02:55 PM | #22 | |||||
Join Date: May 2015
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Re: Attribute Adding Magic Items
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However I think it only goes so far. In my campaigns, I like to consider who the most powerful and wealthy and power-scheming people are, and what their abilities are, and so I consider powerful magic items and their power dynamics, even if the PCs are all still nowhere near having anything to do with them. And I prefer that level of power to have dynamics I still like and find manageable, and that seem balanced, and that result in a logical situation when/if PCs do start getting involved with them, or even just start getting into the market of buying or selling magic items. That tends to have me think that most magic items for sale would tend to get acquired by the most powerful, rich and interested people, and that those transactions would tend to be about relationships more than cash. As a wizard, I'd probably rather pay to someone powerful and well-connected than to an adventurer. As a powermonger, I'd be in the market for most magic items for sale, and also interested (...) in anyone shopping for magic items. That (along with the skill requirements and time investment needed to make magic items) to me argues against there being many magic items for sale to random people on a simple market, particularly at basic prices. Which I also like because it reduces both magic item glut, and simple consequence-free selling of magic items. But it still means I will worry about powerful items, and I personally don't like effects that overpower things like natural DX and IQ levels. I don't want rulers to be commissioning IQ +3 rings from the wizards' guild, or to be foolish not to. A lot of that is just not liking the style of a simple item that makes you smarter with no trade-offs or considerations (or limits - if it can only raise someone to at most 12, or of there's always some interesting catch or drawback, it doesn't bother me nearly as much). I'd also not mind as much if the items I would rather not have in play were seriously rare or difficult to make, though that tends to be overpowerable in most cases if you have the time of enough wizards. Rare component requirements (e.g. the 14-hex dragon hides for Iron Flesh) do well for that, as does saying no one knows that spell or enchanmtent formula and no one's been able to develop it, except the version that has severe side-effects, or the version that often blows up your lab and kills your enchanters when you try to perform it. Quote:
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06-25-2018, 02:56 PM | #23 |
Join Date: May 2015
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Re: Attribute Adding Magic Items
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06-25-2018, 03:49 PM | #24 | |
Join Date: Sep 2005
Location: Arizona
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Re: Attribute Adding Magic Items
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Any GM who doesn't want them is free to remove them from his or her game. Removing them to suit a few only penalizes those who do consider them a valid magic item and future GMs who are never giver the option to choose.
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So you've got the tiger by the tail. Now what? |
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06-25-2018, 04:05 PM | #25 |
Join Date: Sep 2005
Location: Arizona
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Re: Attribute Adding Magic Items
Another thing is that removing them from the list does not make them go away, it only removes the codified method of producing them.
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So you've got the tiger by the tail. Now what? Last edited by KevinJ; 06-25-2018 at 06:04 PM. Reason: Much poor typing! Such typoes! Wow! |
06-25-2018, 05:18 PM | #26 | |
Join Date: Dec 2017
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Re: Attribute Adding Magic Items
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OR maybe they should be set to a specific level: A Belt of Strength 14 - It gives the wearer an adjusted ST of 14 - not useful for anyone of ST 14 or more. OR combine them A Ring of Strength +1, max 14 - Not useful for anyone of ST 14 or more Also I think such items should not allow a given user to learn spells or talents which they could not know without them. If a character has raised their ST to 14 they can't learn the Warrior talent. A wizard can't learn high IQ spells, etc |
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06-25-2018, 06:03 PM | #27 |
Join Date: Sep 2005
Location: Arizona
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Re: Attribute Adding Magic Items
This bit was never really specified in the rules, but it's how I interpreted them.
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So you've got the tiger by the tail. Now what? |
06-25-2018, 10:07 PM | #28 |
Join Date: Nov 2010
Location: Arizona
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Re: Attribute Adding Magic Items
The only problem with these limitations is that they violate the Rule of Five. What I'd like to see is some clever way to limit them within the Rule of Five.
Like, maybe you have to cast some other basic enchantment (ideas?) on the object before you can give it a +1, and then cast that basic enchantment again before you can give it a +2, and then cast that basic enchantment a final time to "seal the Spell" or something. Which not only makes these things tough (and expensive) to make, but also explains WHY they are limited to +2... |
06-25-2018, 11:09 PM | #29 | |
Join Date: Sep 2005
Location: Arizona
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Re: Attribute Adding Magic Items
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So you've got the tiger by the tail. Now what? |
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06-26-2018, 12:38 AM | #30 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Attribute Adding Magic Items
Ah, that's an interesting alternative: each +1 counts as its own enchantment, so getting a +5 eats up your entire allowance...
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