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General Tabletop Discussion
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Cursed items : yes or no ?
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<blockquote data-quote="MechaPilot" data-source="post: 6945251" data-attributes="member: 82779"><p>I'll let others deal with the actual mechanics involved. For my money, spells like Identify are meant to serve the story. Sometimes the story is best served if a player doesn't know an item is cursed.</p><p></p><p>I would do this:</p><p></p><p>The armor is cursed. The players don't get to find that out from using an Identify spell. But, before the curse actually affects the PC wearing it I would describe a behavioral shift on the part of the player. For example, becoming more of a night owl, craving meat more frequently, having a slightly heightened sense of smell, etc. If the PC doesn't get the hint and abandon the new armor, then after a suitable period of time (probably a couple weeks or a month of in-game time) I'd let the curse take hold.</p><p></p><p>I think that solution balances both the needs of the story and my desire to be fair to my players.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 6945251, member: 82779"] I'll let others deal with the actual mechanics involved. For my money, spells like Identify are meant to serve the story. Sometimes the story is best served if a player doesn't know an item is cursed. I would do this: The armor is cursed. The players don't get to find that out from using an Identify spell. But, before the curse actually affects the PC wearing it I would describe a behavioral shift on the part of the player. For example, becoming more of a night owl, craving meat more frequently, having a slightly heightened sense of smell, etc. If the PC doesn't get the hint and abandon the new armor, then after a suitable period of time (probably a couple weeks or a month of in-game time) I'd let the curse take hold. I think that solution balances both the needs of the story and my desire to be fair to my players. [/QUOTE]
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