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magic crown help?
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<blockquote data-quote="StalkingBlue" data-source="post: 2978" data-attributes="member: 645"><p>Cool campaign idea, jasper! There's such a lot you can develop out of this. </p><p></p><p>As your PCs won't encounter more than one crown per adventure, you can safely leave the details of the more powerful crowns until the group gets closer to them. This will give you leeway to adapt the crowns' powers to what's happening in the campaign at that time, what tactical advantage you wish to give the PCs' foe who's wearing the crown at the moment, and so on. </p><p></p><p>Seeing that "Bob" was a thief and the underlying accident concerned a magic crown, I'd try mixing "thief-like" and royal powers. Using your own example, you could give the first crown +5 (or even +10) to diplomacy checks - but only when dealing with royalty, nobles, or thieves! </p><p></p><p>You may also want to develop the Bob personality. Give each crown a certain intelligence (look at the DMG rules for intelligent magic items) - the better the crown, the harder for the wearer to wrestle with Bob. </p><p></p><p>My first association when I read your post was "tiara", a three-tiered crown. What if the crowns can be fit together to make one crown (or two or more crowns, each made of a few of those "crown components")? Once fit together, the crowns may provide even better powers than before. Also, the more crown parts you wear together, the more "Bob" personality you get. </p><p></p><p>Could be fun if more than one PCs wears parts of "Bob" on their heads, arguing ... </p><p></p><p>You could even have one PC "taken over" by "Bob" later in the campaign - only if you are pretty sure the player will enjoy that kind of thing, though. Discuss it with the player in advance, probably. </p><p></p><p>Solution? Maybe they have to find all the other crown components, put them together and return the crown to the mage to get the real Bob outta there ...</p></blockquote><p></p>
[QUOTE="StalkingBlue, post: 2978, member: 645"] Cool campaign idea, jasper! There's such a lot you can develop out of this. As your PCs won't encounter more than one crown per adventure, you can safely leave the details of the more powerful crowns until the group gets closer to them. This will give you leeway to adapt the crowns' powers to what's happening in the campaign at that time, what tactical advantage you wish to give the PCs' foe who's wearing the crown at the moment, and so on. Seeing that "Bob" was a thief and the underlying accident concerned a magic crown, I'd try mixing "thief-like" and royal powers. Using your own example, you could give the first crown +5 (or even +10) to diplomacy checks - but only when dealing with royalty, nobles, or thieves! You may also want to develop the Bob personality. Give each crown a certain intelligence (look at the DMG rules for intelligent magic items) - the better the crown, the harder for the wearer to wrestle with Bob. My first association when I read your post was "tiara", a three-tiered crown. What if the crowns can be fit together to make one crown (or two or more crowns, each made of a few of those "crown components")? Once fit together, the crowns may provide even better powers than before. Also, the more crown parts you wear together, the more "Bob" personality you get. Could be fun if more than one PCs wears parts of "Bob" on their heads, arguing ... You could even have one PC "taken over" by "Bob" later in the campaign - only if you are pretty sure the player will enjoy that kind of thing, though. Discuss it with the player in advance, probably. Solution? Maybe they have to find all the other crown components, put them together and return the crown to the mage to get the real Bob outta there ... [/QUOTE]
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