Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
D20 Modern Item Creation Question
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ValhallaGH" data-source="post: 5265782" data-attributes="member: 41187"><p>I prefer the Deadlands (Weird West / Hell on Earth / Lost Colony) explanation. The (unstated but pervasive) explanation can be summed up as follows.</p><p>"The supernatural is real and mysterious. Sometimes, objects that have been exposed to too much of the supernatural will begin manifesting their own unique powers; this is especially common with weapons, but can happen to any item that's been near a number of supernatural events (or one <em><strong>really</strong></em> supernatural event). Sometimes, objects will absorb a part of their owner's power and manifest unique abilities thematically similar; these can augment, replace, or compliment the original owner's existing powers and the benefits are usually transferred to subsequent owners, though not always at full strength. And sometimes an object will manifest powers for no discernible reason, beyond the fact that it is cool.</p><p>"What is universal is that each magical item is unique, with its own history, story, and (probably) its own destiny. And the more powerful those powers, the more intricate those three qualities are."</p><p></p><p>So, magic items happen at the Game Master's discretion, and work as the GM dictates. They can be as common or as rare as the GM desires and the campaign's tone necessitates. While +X items are generally the most powerful, they are the most boring and should be avoided. Much better are items that are as cool to use as is the item's backstory.</p><p>The players want a magic gun that is more accurate and damaging? Huh. Well, maybe, but that's kind of bland. Even with a good story (jammed it into a fire demon's mouth, and now it shoot flaming bullets), it's dull.</p><p>How about that Teddy Bear the little girl (the one that survived the horrible magic-massacre) has can turn into an actual bear and wreck face? Or when hugged for a night's sleep acts as a D&D Heal spell (CL 15)? Or protects anyone that carries it from mental assault (fearless, +20 to Will saves)?</p><p>What about the Shoulder Holster of Undercover? Which makes the holstered piece undetectable, and gives the wearer a re-roll on <em>Disguise</em> checks, but makes all criminals immediately hostile (unreasonable, intense, hatred for no discernible reason) to his actual identity.</p><p></p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5265782, member: 41187"] I prefer the Deadlands (Weird West / Hell on Earth / Lost Colony) explanation. The (unstated but pervasive) explanation can be summed up as follows. "The supernatural is real and mysterious. Sometimes, objects that have been exposed to too much of the supernatural will begin manifesting their own unique powers; this is especially common with weapons, but can happen to any item that's been near a number of supernatural events (or one [I][B]really[/B][/I] supernatural event). Sometimes, objects will absorb a part of their owner's power and manifest unique abilities thematically similar; these can augment, replace, or compliment the original owner's existing powers and the benefits are usually transferred to subsequent owners, though not always at full strength. And sometimes an object will manifest powers for no discernible reason, beyond the fact that it is cool. "What is universal is that each magical item is unique, with its own history, story, and (probably) its own destiny. And the more powerful those powers, the more intricate those three qualities are." So, magic items happen at the Game Master's discretion, and work as the GM dictates. They can be as common or as rare as the GM desires and the campaign's tone necessitates. While +X items are generally the most powerful, they are the most boring and should be avoided. Much better are items that are as cool to use as is the item's backstory. The players want a magic gun that is more accurate and damaging? Huh. Well, maybe, but that's kind of bland. Even with a good story (jammed it into a fire demon's mouth, and now it shoot flaming bullets), it's dull. How about that Teddy Bear the little girl (the one that survived the horrible magic-massacre) has can turn into an actual bear and wreck face? Or when hugged for a night's sleep acts as a D&D Heal spell (CL 15)? Or protects anyone that carries it from mental assault (fearless, +20 to Will saves)? What about the Shoulder Holster of Undercover? Which makes the holstered piece undetectable, and gives the wearer a re-roll on [I]Disguise[/I] checks, but makes all criminals immediately hostile (unreasonable, intense, hatred for no discernible reason) to his actual identity. Good luck. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
D20 Modern Item Creation Question
Top