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<blockquote data-quote="Lord Zardoz" data-source="post: 3897415" data-attributes="member: 704"><p>I think that 4th edition ought to revisit the concept of cursed items.</p><p></p><p>Now, I know that the general consensus is that dropping cursed loot on your players will generally just make your players unhappy. And by the mid levels, all it will result in is a quick Remove Curse being cast as soon as possible. In short, they do not enhance gameplay.</p><p></p><p>What I would like to see however, is a mechanism where I can give creatures items that work as cursed unless the wielder meets some precondition, and will otherwise work normally. There are a few reasons I think this is a good idea.</p><p></p><p>1) It allows me to give humanoid opponents CR appropriate gear (allowing for CR appropriate fights) without having my players accumulating enough items to equip a small army. I know magical gear wont be as important for 4th edition, but I suspect it will still be important enough that I do not want to throw a Lvl 10 NPC against a Lvl 10 PC without letting the NPC have gear comparable to the PC.</p><p></p><p>2) It makes sense from a suspension of disbelief standpoint that the BBEG would take measures to ensure that the gear he gives his followers cannot be turned against him easily.</p><p></p><p>3) It allows me to give NPCs gear that I do have to worry about my PC's having once they kill the NPC. They may be able to use it, but the curse will be a disincentive.</p><p></p><p>4) We can replace Identify as a barrier to use with something that can be used to either let the PC's use the item unhindered or remove the curse outright</p><p></p><p>Cursed items of the sort I suggest could work on the following sort of limitations.</p><p></p><p>- Limited by race</p><p>- Limited by alignment</p><p>- Limited to a certain environment (only works within 100 miles of the BBEGs lair)</p><p>- Limited by an oath of fealty to a god or person</p><p>- Owner must have done X task or ritual or action</p><p></p><p>I would implement most cursed items of this sort generally as a either flat -X penalty to some combination attacks, saves, and Ac, or just inflict a random condition (Nauseated, fatigued, dazzled, automatically knocked prone, etc). I would allow the affected person to get rid of the item and curse easily (no remove curse needed, just drop the damn thing, curse fades 1 day later). I would also set it up so that the primary benefit of the item is still active. If you acquire a +1 Sword, it will still give +1 to hit and damage. The curse however will inflict a -1 penalty to saves and Ac. I might have a cursed wand of Magic Missile that dazes the user.</p><p></p><p>What are your thoughts? Should 4th edition even have cursed items? If so, how should they be implemented? If not, why not?</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3897415, member: 704"] I think that 4th edition ought to revisit the concept of cursed items. Now, I know that the general consensus is that dropping cursed loot on your players will generally just make your players unhappy. And by the mid levels, all it will result in is a quick Remove Curse being cast as soon as possible. In short, they do not enhance gameplay. What I would like to see however, is a mechanism where I can give creatures items that work as cursed unless the wielder meets some precondition, and will otherwise work normally. There are a few reasons I think this is a good idea. 1) It allows me to give humanoid opponents CR appropriate gear (allowing for CR appropriate fights) without having my players accumulating enough items to equip a small army. I know magical gear wont be as important for 4th edition, but I suspect it will still be important enough that I do not want to throw a Lvl 10 NPC against a Lvl 10 PC without letting the NPC have gear comparable to the PC. 2) It makes sense from a suspension of disbelief standpoint that the BBEG would take measures to ensure that the gear he gives his followers cannot be turned against him easily. 3) It allows me to give NPCs gear that I do have to worry about my PC's having once they kill the NPC. They may be able to use it, but the curse will be a disincentive. 4) We can replace Identify as a barrier to use with something that can be used to either let the PC's use the item unhindered or remove the curse outright Cursed items of the sort I suggest could work on the following sort of limitations. - Limited by race - Limited by alignment - Limited to a certain environment (only works within 100 miles of the BBEGs lair) - Limited by an oath of fealty to a god or person - Owner must have done X task or ritual or action I would implement most cursed items of this sort generally as a either flat -X penalty to some combination attacks, saves, and Ac, or just inflict a random condition (Nauseated, fatigued, dazzled, automatically knocked prone, etc). I would allow the affected person to get rid of the item and curse easily (no remove curse needed, just drop the damn thing, curse fades 1 day later). I would also set it up so that the primary benefit of the item is still active. If you acquire a +1 Sword, it will still give +1 to hit and damage. The curse however will inflict a -1 penalty to saves and Ac. I might have a cursed wand of Magic Missile that dazes the user. What are your thoughts? Should 4th edition even have cursed items? If so, how should they be implemented? If not, why not? END COMMUNICATION [/QUOTE]
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