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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07-15-2019, 08:17 AM | #8 | |
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, 12:16 PM | #9 |
Join Date: Mar 2019
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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. |
07-15-2019, 05:32 PM | #10 | |
Join Date: Jul 2018
Location: Near Milwaukee, WI
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Re: Handing out Magic Items
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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. |
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