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Recosting Magic Items in MIC = Blatant Power Creep...er..Power Charge?
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<blockquote data-quote="Deadguy" data-source="post: 3377202" data-attributes="member: 2480"><p>I don't think that that has to be true. Some observations based on my own experience and that of friends:</p><p></p><p>(1) think about the PCs when offering unique things. Pretty obvious I know, but if the item requires quite a bit of retooling by the PCs before getting much use, they'll probably not use it. So if no-one uses shields, then offering a really cool one might not elicit much joy.</p><p></p><p>(2) A mismatch between what the DM thinks is quirky and what the players do. Things with unreliable powers that are meant to be used in life-threatening situations can often seem dangerous to the PCs rather than interesting. It's the PCs who die when the DM's quirky item screws up in a fight.</p><p></p><p>(3) The item would displace typical items that are useful to a PC of a certain class, For example whilst it might be interesting to offer a magical belt useful to fighters, the player knows he can get more reliable mileage from a typical <em>belt of giant strength</em>.</p><p></p><p></p><p>When I use quirky items I try and make them things that do stuff that they can't typically craft or commission for themselves. And if an item causes problems to a PC I make sure it offers commensurate advantages too. Some quirky items accepted by PCs so far include:</p><p></p><p>(i) a set of bracers that allow their wearer to hear the voices of spirits. It offers a bonus on certain Knowledge skills (not something normally available in my games), but if the wearer fails a Will save he becomes confused by the voices for 1 round as the voices overwhelm the wearer. Acceptable because they had a special bonus even if flawed.</p><p></p><p>(ii) a sword that must taste blood before it can be sheathed again. Sometimes awkward as the player learned what it would drink from. But in return the first blow struck after it is drawn counts as from a Wounding weapon. Acceptable because this was an effect that the PCs couldn't get yet.</p><p></p><p>(iii) an implantable item that is transforming the user, but in the meantime is operating as a ring of sustenance with side benefits. Acceptable as offering unusual benefits.</p><p></p><p></p><p>So I reckon it is doable, but it takes some effort. PCs won't, I agree, find any old magical item useful. Then again I am not sure that was the case in the past either - I recall older characters having items gathering dust in <em>bags of holding</em>, for want of any useful application.</p></blockquote><p></p>
[QUOTE="Deadguy, post: 3377202, member: 2480"] I don't think that that has to be true. Some observations based on my own experience and that of friends: (1) think about the PCs when offering unique things. Pretty obvious I know, but if the item requires quite a bit of retooling by the PCs before getting much use, they'll probably not use it. So if no-one uses shields, then offering a really cool one might not elicit much joy. (2) A mismatch between what the DM thinks is quirky and what the players do. Things with unreliable powers that are meant to be used in life-threatening situations can often seem dangerous to the PCs rather than interesting. It's the PCs who die when the DM's quirky item screws up in a fight. (3) The item would displace typical items that are useful to a PC of a certain class, For example whilst it might be interesting to offer a magical belt useful to fighters, the player knows he can get more reliable mileage from a typical [I]belt of giant strength[/I]. When I use quirky items I try and make them things that do stuff that they can't typically craft or commission for themselves. And if an item causes problems to a PC I make sure it offers commensurate advantages too. Some quirky items accepted by PCs so far include: (i) a set of bracers that allow their wearer to hear the voices of spirits. It offers a bonus on certain Knowledge skills (not something normally available in my games), but if the wearer fails a Will save he becomes confused by the voices for 1 round as the voices overwhelm the wearer. Acceptable because they had a special bonus even if flawed. (ii) a sword that must taste blood before it can be sheathed again. Sometimes awkward as the player learned what it would drink from. But in return the first blow struck after it is drawn counts as from a Wounding weapon. Acceptable because this was an effect that the PCs couldn't get yet. (iii) an implantable item that is transforming the user, but in the meantime is operating as a ring of sustenance with side benefits. Acceptable as offering unusual benefits. So I reckon it is doable, but it takes some effort. PCs won't, I agree, find any old magical item useful. Then again I am not sure that was the case in the past either - I recall older characters having items gathering dust in [I]bags of holding[/I], for want of any useful application. [/QUOTE]
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