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D&D - Iron Heroes...between the poles
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<blockquote data-quote="ruleslawyer" data-source="post: 2663500" data-attributes="member: 1757"><p>Heh. My thoughts exactly. This is how I'm planning on distributing items for my IH/AE/D&D hybrid. </p><p></p><p>The thing I have never liked about D&D is how magic items are built in to the core mechanics. IMX, it detracts entirely from the "special-ness" of items and turns them into tools rather than heirlooms or story drivers, which is what I like them to be. The science-fiction feel of wands, magical swords, etc. as gear just isn't my cup of tea. I find that IH, by freeing one of the need to include "plus" items, allows one to seed the game with items that have a "kewl" or "heirloom" factor. I'm likely to include three kinds of items:</p><p></p><p>1) The drawback item. This is one that carries an ancient curse, is imbued with the spirit of a corrupting demon, damages or drains its user, etc. </p><p></p><p>2) Reward items: These are the Glamdrings and Stings of the world: Items that don't really carry a drawback, are rare as hen's teeth, and carry what amounts to an invisible level adjustment on the PC wielding them. In essence, you get the cool item instead of more XP.</p><p></p><p>3) Heirloom or "destiny" items: These require a particular bloodline or set of conditions to activate. They are likely to work only a few times, be geared to a specific quest, and/or involve a serious set of quests to be able to use in the first place.</p><p></p><p>Generally, I think, as long as you award items that don't carry flat bonuses and provide capabilities that don't directly stack with IH abilities, I think you're fine.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 2663500, member: 1757"] Heh. My thoughts exactly. This is how I'm planning on distributing items for my IH/AE/D&D hybrid. The thing I have never liked about D&D is how magic items are built in to the core mechanics. IMX, it detracts entirely from the "special-ness" of items and turns them into tools rather than heirlooms or story drivers, which is what I like them to be. The science-fiction feel of wands, magical swords, etc. as gear just isn't my cup of tea. I find that IH, by freeing one of the need to include "plus" items, allows one to seed the game with items that have a "kewl" or "heirloom" factor. I'm likely to include three kinds of items: 1) The drawback item. This is one that carries an ancient curse, is imbued with the spirit of a corrupting demon, damages or drains its user, etc. 2) Reward items: These are the Glamdrings and Stings of the world: Items that don't really carry a drawback, are rare as hen's teeth, and carry what amounts to an invisible level adjustment on the PC wielding them. In essence, you get the cool item instead of more XP. 3) Heirloom or "destiny" items: These require a particular bloodline or set of conditions to activate. They are likely to work only a few times, be geared to a specific quest, and/or involve a serious set of quests to be able to use in the first place. Generally, I think, as long as you award items that don't carry flat bonuses and provide capabilities that don't directly stack with IH abilities, I think you're fine. [/QUOTE]
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