Noumenon
First Post
Based on 4E's system of milestones, I decided to make a magic item that works better the more encounters you do in a row. Then at least one person in the group will be saying, "I want to keep going!" But I put this item in my game before figuring out how it works. So help me out.
I was thinking it would just be a gem that gives +1 to hit after two encounters in a row, +2 after the fourth, +3 after the sixth. One thing I did wrong is not giving it any body slot. That's because I had a cool blank ten-sider with swirly colors and I wanted to put it in a treasure chest (a sealed envelope) as a prop -- a magic gem.
I wanted the party to figure out what it did without idenitfiying it (another reason it has no slot), so I had it get very cold when they went to sleep right after they found it. The cleric pulled it out of his pocket to look and took one cold damage, so he gave it to the barbarian who has DR 1/-. The party did one more encounter, so I had the gem get warm, but then they slept again. (You can see why I created the item.)
I really sparked a curiosity in my barbarian about why this item is behaving like this. I don't usually get him so intrigued.
So my issues are:
* is there a better effect to put on this item, whether for flavor, motivation, or balance?
* what can I do so that when the function is revealed, the barbarian will still say "cool!" instead of saying "Oh. Obviously you're just shoving me toward extra combats. I'll call it 'the DM gem.'"
I almost want to do what my one player brainstormed and make it a mundane magic item that you can put in your drink to cool it or heat it up, just so it will stay "neat."
(I have read other threads about how to discourage resting by setting time limits and lowering CRs, but that takes work. A magic item is easier and I've decided it's partly a problem with 3.5 that isn't worth swimming upstream against.)
I was thinking it would just be a gem that gives +1 to hit after two encounters in a row, +2 after the fourth, +3 after the sixth. One thing I did wrong is not giving it any body slot. That's because I had a cool blank ten-sider with swirly colors and I wanted to put it in a treasure chest (a sealed envelope) as a prop -- a magic gem.
I wanted the party to figure out what it did without idenitfiying it (another reason it has no slot), so I had it get very cold when they went to sleep right after they found it. The cleric pulled it out of his pocket to look and took one cold damage, so he gave it to the barbarian who has DR 1/-. The party did one more encounter, so I had the gem get warm, but then they slept again. (You can see why I created the item.)
I really sparked a curiosity in my barbarian about why this item is behaving like this. I don't usually get him so intrigued.
So my issues are:
* is there a better effect to put on this item, whether for flavor, motivation, or balance?
* what can I do so that when the function is revealed, the barbarian will still say "cool!" instead of saying "Oh. Obviously you're just shoving me toward extra combats. I'll call it 'the DM gem.'"
I almost want to do what my one player brainstormed and make it a mundane magic item that you can put in your drink to cool it or heat it up, just so it will stay "neat."
(I have read other threads about how to discourage resting by setting time limits and lowering CRs, but that takes work. A magic item is easier and I've decided it's partly a problem with 3.5 that isn't worth swimming upstream against.)