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General Tabletop Discussion
*Dungeons & Dragons
Cursed items : yes or no ?
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<blockquote data-quote="pdzoch" data-source="post: 6948338" data-attributes="member: 80982"><p>I like [MENTION=82779]MechaPilot[/MENTION]'s <a href="http://www.enworld.org/forum/showthread.php?501854-Cursed-items-yes-or-no&p=6945251&viewfull=1#post6945251" target="_blank">solution</a> for the armor. </p><p></p><p> Personally, I do not roll random treasure on the fly because I like my treasure to make sense to the story. For me treasures are part of the story, and like Mechapilot's recommendation for the cursed item that the story could reveal clue to the curse, there would be clues that would warn the player of poisoned items in play, such as poison weapon use earlier. I treat traps in the same way -- I'm not much for random traps. They have to be logical and serve the story, otherwise you might have player playing the game in a state of paranoia, checking for traps and poison every step. And I agree that I would not have two cursed items in one hoard. But that is all hindsight and doesn't help you now.</p><p></p><p>Regarding the potion, I'd say let the rolls fall where they may. Story clues might provide them some caution, even if it was just a rumor of poison use by the defeated villains. Nevertheless, there are plenty of means to neutralize poison (different class and race features, as well as items, potions, and spell); hopefully, your player characters have access to one of those means. So the lingering effects of poison could be stopped before the character is dead dead dead even if he did ignore any previous warnings. If the poison is not neutralized and the character is below 0 hit points, it will not matter how much damage the poison causes (unless it equals their total max HP) because even if the damage is 1 point, it will result in an automatic death save failure, so you will not be able to fudge the dice behind the screen once the poison is committed (though you could lower the DC check.)</p></blockquote><p></p>
[QUOTE="pdzoch, post: 6948338, member: 80982"] I like [MENTION=82779]MechaPilot[/MENTION]'s [URL="http://www.enworld.org/forum/showthread.php?501854-Cursed-items-yes-or-no&p=6945251&viewfull=1#post6945251"]solution[/URL] for the armor. Personally, I do not roll random treasure on the fly because I like my treasure to make sense to the story. For me treasures are part of the story, and like Mechapilot's recommendation for the cursed item that the story could reveal clue to the curse, there would be clues that would warn the player of poisoned items in play, such as poison weapon use earlier. I treat traps in the same way -- I'm not much for random traps. They have to be logical and serve the story, otherwise you might have player playing the game in a state of paranoia, checking for traps and poison every step. And I agree that I would not have two cursed items in one hoard. But that is all hindsight and doesn't help you now. Regarding the potion, I'd say let the rolls fall where they may. Story clues might provide them some caution, even if it was just a rumor of poison use by the defeated villains. Nevertheless, there are plenty of means to neutralize poison (different class and race features, as well as items, potions, and spell); hopefully, your player characters have access to one of those means. So the lingering effects of poison could be stopped before the character is dead dead dead even if he did ignore any previous warnings. If the poison is not neutralized and the character is below 0 hit points, it will not matter how much damage the poison causes (unless it equals their total max HP) because even if the damage is 1 point, it will result in an automatic death save failure, so you will not be able to fudge the dice behind the screen once the poison is committed (though you could lower the DC check.) [/QUOTE]
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