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*Pathfinder & Starfinder
Cursed Items
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<blockquote data-quote="Lord Zardoz" data-source="post: 3900415" data-attributes="member: 704"><p>Many people say the exact same thing about regular magic items.</p><p></p><p>I mostly agree with most of that statement, but with one caveat. Cursed items should only be as rare, in the greater scheme of things, as the more interesting magic items. Not as common as say, a +1 sword, but they should show up as often as say, a Sword +2 Bane sword, or a Bag of Holding or Boots of Striding and Springing. Please note that I am still looking at a curse as a way for someone to keep an item from falling into the wrong hands as much as anything else. If your going to create a kick ass item, why not throw a some safeguards to keep unwanted people from using it?</p><p></p><p>I do not think that cursed items should all be plot driven. The examples of Wave, Whelm, and Blackrazor, are great examples of what a plot driven item of any sort ought to be.</p><p></p><p>But as an alternative to a player who is decked out like a Christmas tree all the time, I think a cursed item is like those old decorations that used lit candles. They look just as nice on that tree initially, but if your not careful. the tree tends to catch fire.</p><p></p><p>If I were to hand out a cursed item, I would expect that the players would mostly not use it, but would also want to keep the thing handy. Most of the time they may run around with their normal Ring of Protection +2. But when the crap hits the fan and it is time to pull out all the stops, I want them to have to take a moment and consider taking the Cursed Ring of Protection +3 that also grants Damage Reduction at the risk of always having an enemies critical hits confirmed. Enemies do not crit that often, but an ill timed crit threat could end them.</p><p></p><p>Items of that sort may not be essential to the plot of the adventure, but they do provide interesting opportunities for character development.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3900415, member: 704"] Many people say the exact same thing about regular magic items. I mostly agree with most of that statement, but with one caveat. Cursed items should only be as rare, in the greater scheme of things, as the more interesting magic items. Not as common as say, a +1 sword, but they should show up as often as say, a Sword +2 Bane sword, or a Bag of Holding or Boots of Striding and Springing. Please note that I am still looking at a curse as a way for someone to keep an item from falling into the wrong hands as much as anything else. If your going to create a kick ass item, why not throw a some safeguards to keep unwanted people from using it? I do not think that cursed items should all be plot driven. The examples of Wave, Whelm, and Blackrazor, are great examples of what a plot driven item of any sort ought to be. But as an alternative to a player who is decked out like a Christmas tree all the time, I think a cursed item is like those old decorations that used lit candles. They look just as nice on that tree initially, but if your not careful. the tree tends to catch fire. If I were to hand out a cursed item, I would expect that the players would mostly not use it, but would also want to keep the thing handy. Most of the time they may run around with their normal Ring of Protection +2. But when the crap hits the fan and it is time to pull out all the stops, I want them to have to take a moment and consider taking the Cursed Ring of Protection +3 that also grants Damage Reduction at the risk of always having an enemies critical hits confirmed. Enemies do not crit that often, but an ill timed crit threat could end them. Items of that sort may not be essential to the plot of the adventure, but they do provide interesting opportunities for character development. END COMMUNICATION [/QUOTE]
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