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General Tabletop Discussion
*Dungeons & Dragons
15 terrible cursed items for DMs to use to make their PCs scared of treasure!
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<blockquote data-quote="jaelis" data-source="post: 7237255" data-attributes="member: 60210"><p>I also particularly like the mask, coin, headband, axe and map, kudos!</p><p></p><p>And I agree the ring is a bit too complicated. How about: it does damage equal to your level, and reduces your max hp by the same amount until it is removed. If it is removed by severing your finger, then you lose one point of Dex. You can recover the Dex by regenerating your finger.</p><p></p><p>Don't quite understand the blade of deception. What do you mean by a size category? And does the cycling ever stop?</p><p></p><p>The poison cup, I like the concept but not so much the saves to avoid drinking. What if instead, anyone who drank from it believed that they gained 1d10 temp hp, but in fact were poisoned? To keep things simple, say the delusion only lasts for 1 minute after drinking. Also, what are the "usual ways" to remove the poisoned condition? Typically I'd have said it was poison dependent.</p><p></p><p>The boots are maybe too DM dependent for my taste, how about the destination is a random location within 500 ft?</p><p></p><p>The cloak seems fine, not terribly exciting.</p><p></p><p>For the plate armor, I'd spell out that the wearer loses his armor bonus. But I wouldn't keep the penalties from wearing armor, it doesn't really make sense and isn't necessary. It's fair though to say you can't put on other armor until the effect ends.</p><p></p><p>The lover's poison I think is too beneficial, basically unlimited healing? Or does it only last for one hit, maybe that should be clarified.</p><p></p><p>The quiver is maybe a bit too meta for me, but I like the idea of arrows that give away your location.</p><p></p><p>The demonskin armor is neat, but it should indeed prevent removal.</p></blockquote><p></p>
[QUOTE="jaelis, post: 7237255, member: 60210"] I also particularly like the mask, coin, headband, axe and map, kudos! And I agree the ring is a bit too complicated. How about: it does damage equal to your level, and reduces your max hp by the same amount until it is removed. If it is removed by severing your finger, then you lose one point of Dex. You can recover the Dex by regenerating your finger. Don't quite understand the blade of deception. What do you mean by a size category? And does the cycling ever stop? The poison cup, I like the concept but not so much the saves to avoid drinking. What if instead, anyone who drank from it believed that they gained 1d10 temp hp, but in fact were poisoned? To keep things simple, say the delusion only lasts for 1 minute after drinking. Also, what are the "usual ways" to remove the poisoned condition? Typically I'd have said it was poison dependent. The boots are maybe too DM dependent for my taste, how about the destination is a random location within 500 ft? The cloak seems fine, not terribly exciting. For the plate armor, I'd spell out that the wearer loses his armor bonus. But I wouldn't keep the penalties from wearing armor, it doesn't really make sense and isn't necessary. It's fair though to say you can't put on other armor until the effect ends. The lover's poison I think is too beneficial, basically unlimited healing? Or does it only last for one hit, maybe that should be clarified. The quiver is maybe a bit too meta for me, but I like the idea of arrows that give away your location. The demonskin armor is neat, but it should indeed prevent removal. [/QUOTE]
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15 terrible cursed items for DMs to use to make their PCs scared of treasure!
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