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07-15-2019, 12:54 AM | #1 |
Join Date: Mar 2019
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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? |
07-15-2019, 01:52 AM | #2 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Handing out Magic Items
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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. |
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07-15-2019, 03:22 AM | #3 | |
Join Date: Nov 2017
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Re: Handing out Magic Items
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Blur rings cost st to use, so a frontliner using one is still suffering 'damage' while engaged. Something to bear in mind. |
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07-15-2019, 05:37 AM | #4 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Handing out Magic Items
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07-15-2019, 05:46 AM | #5 |
Join Date: Nov 2017
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Re: Handing out Magic Items
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07-15-2019, 07:10 AM | #6 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Handing out Magic Items
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.
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07-15-2019, 08:07 AM | #7 | |
Join Date: Jul 2018
Location: Near Milwaukee, WI
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Re: Handing out Magic Items
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But yes, reading Legacy Edition, your interpretation makes sense. |
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07-16-2019, 04:52 AM | #8 | |
Join Date: Nov 2017
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Re: Handing out Magic Items
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Certainly the Death Test 2 items cost strength to use (though interestingly not to cast the spell at the start). |
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07-19-2019, 09:32 AM | #9 |
Join Date: Sep 2005
Location: Arizona
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Re: Handing out Magic Items
In my Goranth game, once the players had been exploring ands returned to civilization I made 'fine' weapons available to them and it made a difference for them in combat.
You don't always need magic to improve combat odds. And remember, if the enemy is using the magic during the encounter it will increase the difficulty factor for that encounter. That Blur or Avert will draw out the combat substantially, which might be a good thing as it requires the 'heroes' to rethink their tactics.
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So you've got the tiger by the tail. Now what? |
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