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<blockquote data-quote="James Gasik" data-source="post: 9363751" data-attributes="member: 6877472"><p>Going off topic: I don't like cursed items. But I suppose I should elaborate on that. I don't like items that are basically traps that you can't easily identify. I do to this day use items that have unforeseen side effects and drawbacks, and sometimes yes, divesting yourself of the item does require magic.</p><p></p><p>But in my mind even a cursed item should have potential use as something other than a trap to the unwary. But a magic sword that makes you fight your allies, a cursed cloak that instantly kills you, or boots that make you dance like a fool in combat? I don't see them as being very fun.</p><p></p><p>Magic items are a potential reward, it's bad enough when the party can't use a given item, throwing cursed widgets in the game is about the same as giving the party 10,000 lead pieces painted gold.</p><p></p><p>In <em>The Ruins of Undermountain</em>, an early trap is the party spots a gold coin on the floor. If they pick it up, they get <em>flame strike</em>d for their "greed". I'm sure much fun was had laughing at the luckless fool who fell for it, but that's really a cruel, sadistic prank. And sure, D&D is full of cruel, sadistic people, so maybe there is a Joker-esque guy out there slapping <em>glyph of warding</em> on random stuff to sow misery, but that's not the kind of villainly I enjoy.</p><p></p><p>I used to use "harmless" curses that didn't affect your character in a physical way, like the infamous girdle of <em>masculinity/femininity</em>, but I've since learned that sort of thing requires buy-in; some players are uncomfortable with that, and a few are outraged that a DM has "violated the borders of their character sheet"- death, mayhem, and dismemberment, that's a part of the game. Fundamentally changing who their character <strong>is</strong>? Beyond the pale.</p><p></p><p>Me, personally, I usually love that sort of challenge, but not everyone is built that way, so I've backed off and make sure the <em>players</em> know what they are getting into, even if the characters themselves do not.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9363751, member: 6877472"] Going off topic: I don't like cursed items. But I suppose I should elaborate on that. I don't like items that are basically traps that you can't easily identify. I do to this day use items that have unforeseen side effects and drawbacks, and sometimes yes, divesting yourself of the item does require magic. But in my mind even a cursed item should have potential use as something other than a trap to the unwary. But a magic sword that makes you fight your allies, a cursed cloak that instantly kills you, or boots that make you dance like a fool in combat? I don't see them as being very fun. Magic items are a potential reward, it's bad enough when the party can't use a given item, throwing cursed widgets in the game is about the same as giving the party 10,000 lead pieces painted gold. In [I]The Ruins of Undermountain[/I], an early trap is the party spots a gold coin on the floor. If they pick it up, they get [I]flame strike[/I]d for their "greed". I'm sure much fun was had laughing at the luckless fool who fell for it, but that's really a cruel, sadistic prank. And sure, D&D is full of cruel, sadistic people, so maybe there is a Joker-esque guy out there slapping [I]glyph of warding[/I] on random stuff to sow misery, but that's not the kind of villainly I enjoy. I used to use "harmless" curses that didn't affect your character in a physical way, like the infamous girdle of [I]masculinity/femininity[/I], but I've since learned that sort of thing requires buy-in; some players are uncomfortable with that, and a few are outraged that a DM has "violated the borders of their character sheet"- death, mayhem, and dismemberment, that's a part of the game. Fundamentally changing who their character [B]is[/B]? Beyond the pale. Me, personally, I usually love that sort of challenge, but not everyone is built that way, so I've backed off and make sure the [I]players[/I] know what they are getting into, even if the characters themselves do not. [/QUOTE]
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