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<blockquote data-quote="Satin Knights" data-source="post: 5808542" data-attributes="member: 6666968"><p>a) there are no drawback traits until you get to the cursed item table.</p><p>b) since we have 100% value sell back, if you don't like how it turned out, you can dump it and try again.</p><p>c) it should be easier for a bladebound magus than a wizard with a bonded item, and easier for both vs a general caster.</p><p>d) since the construction cost table is static and public, it is hard to hide a quirk or special power.</p><p>e) flaws should increase as the item grows in ego power. finding flaws that are a bit annoying but will not push the character to sell off the item is a tricky balancing game.</p><p></p><p>I have several ideas to solve all of those issues and more, but they require going off book in many, many ways. I have a lot of experience with intelligent items, for back in the second edition days, I played a PC that was an intelligent falchion.</p><p></p><p>If we want intelligent items to be rare, hard to get, and harder to get rid of, with many mysteries and quirks, I can run an NPC binder in the Pearl that will do the crafting and binding. The rules would vary by power level and be hidden from the public. Just entering the shop and trying to get an item would be a micro adventure of 3-10 posts.</p><p></p><p>Or we could go "by the book" which will make the items pretty much cookie cutter as normal magic items are now.</p><p></p><p>Either way, GMs in games should keep a "happiness counter" running in their games in the background for intelligent items. They have the personalities of cats. And they are in the control of the GM. They will whine, complain, or sidetrack a situation as their fickle mood sees fit. At any stressful time, the item can force an ego contest. Being patient, it will choose the most opportune time, when the PC is suffering an effect that hampers his will save. If the PC fails, the item takes dominance for a day at least.</p></blockquote><p></p>
[QUOTE="Satin Knights, post: 5808542, member: 6666968"] a) there are no drawback traits until you get to the cursed item table. b) since we have 100% value sell back, if you don't like how it turned out, you can dump it and try again. c) it should be easier for a bladebound magus than a wizard with a bonded item, and easier for both vs a general caster. d) since the construction cost table is static and public, it is hard to hide a quirk or special power. e) flaws should increase as the item grows in ego power. finding flaws that are a bit annoying but will not push the character to sell off the item is a tricky balancing game. I have several ideas to solve all of those issues and more, but they require going off book in many, many ways. I have a lot of experience with intelligent items, for back in the second edition days, I played a PC that was an intelligent falchion. If we want intelligent items to be rare, hard to get, and harder to get rid of, with many mysteries and quirks, I can run an NPC binder in the Pearl that will do the crafting and binding. The rules would vary by power level and be hidden from the public. Just entering the shop and trying to get an item would be a micro adventure of 3-10 posts. Or we could go "by the book" which will make the items pretty much cookie cutter as normal magic items are now. Either way, GMs in games should keep a "happiness counter" running in their games in the background for intelligent items. They have the personalities of cats. And they are in the control of the GM. They will whine, complain, or sidetrack a situation as their fickle mood sees fit. At any stressful time, the item can force an ego contest. Being patient, it will choose the most opportune time, when the PC is suffering an effect that hampers his will save. If the PC fails, the item takes dominance for a day at least. [/QUOTE]
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