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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
E6 SRD - community project
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="Theo R Cwithin" data-source="post: 5454366" data-attributes="member: 75712"><p>file: <strong>Magic Items VI</strong></p><p> </p><p>status: <span style="color: Cyan">awaiting comment</span></p><p> </p><p>comment:</p><p>Finally at a point where I can comment on the Artifacts, Cursed and Intelligent Items.</p><p></p><p>Basically, first I pondered how I'd do it, then went over ideasmith's version, and saw the variants were quite different. So point-by-point:</p><p></p><p>Intelligent items:</p><p></p><p>All I did here was rip out anything referring to spells/effects not explicitly E6ish. Other than that, it's fairly close to ideasmith's version. I've never used RAW intelligent magic items, so I don't really have other opinions on the matter.</p><p></p><p>Cursed Items:</p><p></p><p>These are peculiar because practically all the ones in the full SRD are beyond E6 in power (ie, they're mostly epic items). I understand that ideasmith ran into this problem, too, having removed all non-E6 items, then putting most of them back in after seeing there were only two left.</p><p></p><p>I ended up compromising, more or less just cutting the list off above CL11, witha few exceptions. Why CL11? That's the dividing line between RAW detect magic's "moderate" and "strong" auras-- a fact I ended up using later on in differentiating artifacts. So the cursed items list has a couple items that detect as "normal" level magic; several that detect as "moderate" (=epic level); and a couple that detect as "strong" (=super-duper epic level). </p><p></p><p>Artifacts:</p><p></p><p>Very difficult. The assumption beyond artifacts in normal D&D seems...[<span style="color: LemonChiffon">casts <em>dispel</em> on unsightly <em>wall of text</em></span>]</p><p></p><p>Here's the tl;dr version: "I've basically reinterpreted minor artifacts as uncreatable items of power levels equal to or beyond epic E6 PCs (ie, CL6-11); and major artifacts as items beyond even the power levels of epic E6 monsters (ie, CL12+). This was driven mostly by how auras work by RAW using <em>detect magic</em>, and conveniently maps into how we had already decided to cut monsters from the SRD."</p><p></p><p>End result is that my rework looks very different than ideasmith's, not least because I included more artifacts; because (I think) I've assumed a much less important role for minor artifacts; and just because of personal taste, obviously. Also, I didn't rename items ported over from the normal magic items list into the artifacts list, and made (almost) no mechanical changes to those items; just made a few editorial mods to emphasize the items' "artifactiness".</p><p></p><p>Anyway, it's not a critical part of the game, imho, but I'm looking for a little discussion on this before moving on to the next phase of the project!</p></blockquote><p></p>
[QUOTE="Theo R Cwithin, post: 5454366, member: 75712"] file: [B]Magic Items VI[/B] status: [COLOR=Cyan]awaiting comment[/COLOR] comment: Finally at a point where I can comment on the Artifacts, Cursed and Intelligent Items. Basically, first I pondered how I'd do it, then went over ideasmith's version, and saw the variants were quite different. So point-by-point: Intelligent items: All I did here was rip out anything referring to spells/effects not explicitly E6ish. Other than that, it's fairly close to ideasmith's version. I've never used RAW intelligent magic items, so I don't really have other opinions on the matter. Cursed Items: These are peculiar because practically all the ones in the full SRD are beyond E6 in power (ie, they're mostly epic items). I understand that ideasmith ran into this problem, too, having removed all non-E6 items, then putting most of them back in after seeing there were only two left. I ended up compromising, more or less just cutting the list off above CL11, witha few exceptions. Why CL11? That's the dividing line between RAW detect magic's "moderate" and "strong" auras-- a fact I ended up using later on in differentiating artifacts. So the cursed items list has a couple items that detect as "normal" level magic; several that detect as "moderate" (=epic level); and a couple that detect as "strong" (=super-duper epic level). Artifacts: Very difficult. The assumption beyond artifacts in normal D&D seems...[[COLOR=LemonChiffon]casts [I]dispel[/I] on unsightly [I]wall of text[/I][/COLOR]] Here's the tl;dr version: "I've basically reinterpreted minor artifacts as uncreatable items of power levels equal to or beyond epic E6 PCs (ie, CL6-11); and major artifacts as items beyond even the power levels of epic E6 monsters (ie, CL12+). This was driven mostly by how auras work by RAW using [I]detect magic[/I], and conveniently maps into how we had already decided to cut monsters from the SRD." End result is that my rework looks very different than ideasmith's, not least because I included more artifacts; because (I think) I've assumed a much less important role for minor artifacts; and just because of personal taste, obviously. Also, I didn't rename items ported over from the normal magic items list into the artifacts list, and made (almost) no mechanical changes to those items; just made a few editorial mods to emphasize the items' "artifactiness". Anyway, it's not a critical part of the game, imho, but I'm looking for a little discussion on this before moving on to the next phase of the project! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
E6 SRD - community project
Top