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Falling off the 4ed bandwagon
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<blockquote data-quote="Piratecat" data-source="post: 5046271" data-attributes="member: 2"><p>You'd certainly be welcome! I need to schedule the next one.</p><p></p><p>MrMyth has the right idea regarding magic items, by the way. If you aren't already, take the basic item, leave its mechanics unchanged and customize the flavor. For instance, my game has a cursed sword dedicated to Sklar, the God of unchecked wilderness, which has brambles growing out of the hilt; hit with it hard enough and it feeds on your blood to grow particularly painful thorns along its blade. It's a <em>bloodclaw </em>weapon, of course, but it's got its own unique feel.</p><p></p><p>Or the <em>cape of the mountebank</em>, which teleports you out of danger when struck. You could use the fluff that it moves you through the feywild or the shadowfell in order to shift you, both of which let you use cool descriptions of what the PC sees every time it functions. ("The sword blade strikes you and suddenly you fall through a barrier you didn't even know was there. You seem to be in an elven bath house, up to your waist in warm soapy water and surrounded by naked fey. "What the..?" one of them starts to say, and then you're falling back into the world again fifteen feet from where you started. You're still dripping bath water.")</p><p></p><p>Similarly, the <em>Prison of Salzacas</em> (from AV2) is essentially a continual unseen servant. I skinned it as a servile and unctuous spirit bound into an orb who sucked up to its master, was rude to everyone else, and dispensed historical plot clues when I thought it'd be handy. It went from a random magic item to something that was really fun for me to roleplay, with no change in game stats.</p><p></p><p>I think my point is that a lack of pre-written fluff text shouldn't inherently make a magic item boring. Make it your own, and make it memorable or cinematic, and it should work okay.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 5046271, member: 2"] You'd certainly be welcome! I need to schedule the next one. MrMyth has the right idea regarding magic items, by the way. If you aren't already, take the basic item, leave its mechanics unchanged and customize the flavor. For instance, my game has a cursed sword dedicated to Sklar, the God of unchecked wilderness, which has brambles growing out of the hilt; hit with it hard enough and it feeds on your blood to grow particularly painful thorns along its blade. It's a [I]bloodclaw [/I]weapon, of course, but it's got its own unique feel. Or the [I]cape of the mountebank[/I], which teleports you out of danger when struck. You could use the fluff that it moves you through the feywild or the shadowfell in order to shift you, both of which let you use cool descriptions of what the PC sees every time it functions. ("The sword blade strikes you and suddenly you fall through a barrier you didn't even know was there. You seem to be in an elven bath house, up to your waist in warm soapy water and surrounded by naked fey. "What the..?" one of them starts to say, and then you're falling back into the world again fifteen feet from where you started. You're still dripping bath water.") Similarly, the [i]Prison of Salzacas[/i] (from AV2) is essentially a continual unseen servant. I skinned it as a servile and unctuous spirit bound into an orb who sucked up to its master, was rude to everyone else, and dispensed historical plot clues when I thought it'd be handy. It went from a random magic item to something that was really fun for me to roleplay, with no change in game stats. I think my point is that a lack of pre-written fluff text shouldn't inherently make a magic item boring. Make it your own, and make it memorable or cinematic, and it should work okay. [/QUOTE]
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