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General Tabletop Discussion
*Dungeons & Dragons
DMing an intelligent item
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<blockquote data-quote="Celebrim" data-source="post: 6947427" data-attributes="member: 4937"><p>I would say, in general, no. And, if you intend this to happen, you should integrate it into the standard rules of the game by giving the wielder of the weapon an appropriate insight bonus to Spot/Listen (Perception) checks, and/or perhaps a bonus to initiative. Always keep the play as simple as possible, and that means (among other things) not loading up combat with a bunch more rolls.</p><p></p><p>As for playing an intelligent item, I tend to play them as having very simple very focused personalities. For one thing, you want to keep the demands that the item is making on its owner quite clear, so that you can fairly judge when a personality conflict is coming into play. For another, you don't want the item intruding into the game so much, that it takes spotlight from other players.</p><p></p><p>So for example, one of my players has a <em>+2 keen eager rapier of swiftness</em> named <em>Firstblood</em>. Firstblood makes the following demands on its wielder:</p><p></p><p>1) Don't use any other weapon.</p><p>2) Strike enemies before they can strike you.</p><p>3) Don't leave any enemy alive.</p><p>4) Don't flee battle.</p><p></p><p>That's about it. Of course, that's <em>brutal</em>. If the sword is in control, he's basically forced to fight anyone that threatens him to the death on the spot. Anyone that plots against him has to be preemptively killed. With the sword in control, once the sword interprets something as a threat, he's forced to be a single-minded psychopath. If a party member were ever to accidently injure him, it would be the end of probably multiple PC's.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6947427, member: 4937"] I would say, in general, no. And, if you intend this to happen, you should integrate it into the standard rules of the game by giving the wielder of the weapon an appropriate insight bonus to Spot/Listen (Perception) checks, and/or perhaps a bonus to initiative. Always keep the play as simple as possible, and that means (among other things) not loading up combat with a bunch more rolls. As for playing an intelligent item, I tend to play them as having very simple very focused personalities. For one thing, you want to keep the demands that the item is making on its owner quite clear, so that you can fairly judge when a personality conflict is coming into play. For another, you don't want the item intruding into the game so much, that it takes spotlight from other players. So for example, one of my players has a [I]+2 keen eager rapier of swiftness[/I] named [I]Firstblood[/I]. Firstblood makes the following demands on its wielder: 1) Don't use any other weapon. 2) Strike enemies before they can strike you. 3) Don't leave any enemy alive. 4) Don't flee battle. That's about it. Of course, that's [I]brutal[/I]. If the sword is in control, he's basically forced to fight anyone that threatens him to the death on the spot. Anyone that plots against him has to be preemptively killed. With the sword in control, once the sword interprets something as a threat, he's forced to be a single-minded psychopath. If a party member were ever to accidently injure him, it would be the end of probably multiple PC's. [/QUOTE]
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