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Warforged and cursed items
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<blockquote data-quote="nijineko" data-source="post: 6047701" data-attributes="member: 52240"><p>some good suggestions here. i think it would depend on the nature of the curse, and just how obnoxious it was intended to be. cursed items are not well covered or represented in d&d, with powerful effects being ridiculously low priced based on the idea that the market value for such a difficult to deal with item would be low, as opposed to how expensive it would actually be to create all the magical effects in question, like every other magic item. </p><p></p><p>personally, i would suggest treating all cursed items in the game like intelligent and/or legacy weapons. i do not mean to make them all sentient; but rather the ideas of having a special purpose, powers designed to accomplish that purpose, powers to punish anything not in line with said purpose, and the ability to grow in power as events occur are all things that should be considered in making a cursed item. </p><p></p><p>after all, in most myth, tales, and legends, a cursed item was frequently one that was stolen from the rightful place/person or otherwise designed to punish misuse and/or lack of proper authority. (Sometimes they were broken and/or corrupted, too.) They were otherwise (or originally) powerful and useful items, but only in the right hands and/or circumstances. </p><p></p><p>answering some of these background questions: why was it cursed, what is the original / current purpose, what powers can it wield in defense of itself/perpetuation of the curse/towards accomplishing the purpose... etc... then you will know if it would logically work for the amputation to succeed or not. some items might be happy with a blood, or in the case of your warforged, sap sacrifice.</p></blockquote><p></p>
[QUOTE="nijineko, post: 6047701, member: 52240"] some good suggestions here. i think it would depend on the nature of the curse, and just how obnoxious it was intended to be. cursed items are not well covered or represented in d&d, with powerful effects being ridiculously low priced based on the idea that the market value for such a difficult to deal with item would be low, as opposed to how expensive it would actually be to create all the magical effects in question, like every other magic item. personally, i would suggest treating all cursed items in the game like intelligent and/or legacy weapons. i do not mean to make them all sentient; but rather the ideas of having a special purpose, powers designed to accomplish that purpose, powers to punish anything not in line with said purpose, and the ability to grow in power as events occur are all things that should be considered in making a cursed item. after all, in most myth, tales, and legends, a cursed item was frequently one that was stolen from the rightful place/person or otherwise designed to punish misuse and/or lack of proper authority. (Sometimes they were broken and/or corrupted, too.) They were otherwise (or originally) powerful and useful items, but only in the right hands and/or circumstances. answering some of these background questions: why was it cursed, what is the original / current purpose, what powers can it wield in defense of itself/perpetuation of the curse/towards accomplishing the purpose... etc... then you will know if it would logically work for the amputation to succeed or not. some items might be happy with a blood, or in the case of your warforged, sap sacrifice. [/QUOTE]
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