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Help with tier 1 magic items
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<blockquote data-quote="JiffyPopTart" data-source="post: 8063456" data-attributes="member: 4881"><p>1. Read the books to get an idea of what the power level would be for the items the characters might find/</p><p></p><p>2. Don't use any of the magic items from the book. Make most of your magic items unique. Players will remember odd things like a cat statue that meows when you pet it or a beer mug that fills up with beer when you say the command word and slam it on a bartop more than a +1 mace.</p><p></p><p>3. Don't be afraid to offer an item that is a little higher in power level, but which also comes with a corresponding drawback THAT CANT BE IGNORED WHEN YOU USE THE ITEM.</p><p></p><p>For example, I offered an almost artifact level power magical weapon to my party with the following rules.</p><p></p><p>+2 Greatclub (yes, club. Nobody wants a club but this club was awesome enough it made the paladin put down the greatsword.</p><p>The club is semi-sentient and urges the user into a frenzied state when its used.</p><p>The user of the club MUST USE all the benefits of the barbarians Rage and Reckless Attack benefits.</p><p>Each round the user must make a WIS save of DC 9+(rounds of combat) to avoid losing control.</p><p>When the user loses control they must attack the nearest living target to the best of their ability. This loss of control lasts until they fall unconscious.</p><p></p><p>The party let the paladin have his fun even after he killed some of the parties horses during one combat. Eventually, when fighting some Yuan-Ti and their captives in a temple the paladin lost control near a cage of innocents....and bad things ensued. The party then colluded to steal the "Wabbajack" and hide it from the paladin for the rest of the campaign.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8063456, member: 4881"] 1. Read the books to get an idea of what the power level would be for the items the characters might find/ 2. Don't use any of the magic items from the book. Make most of your magic items unique. Players will remember odd things like a cat statue that meows when you pet it or a beer mug that fills up with beer when you say the command word and slam it on a bartop more than a +1 mace. 3. Don't be afraid to offer an item that is a little higher in power level, but which also comes with a corresponding drawback THAT CANT BE IGNORED WHEN YOU USE THE ITEM. For example, I offered an almost artifact level power magical weapon to my party with the following rules. +2 Greatclub (yes, club. Nobody wants a club but this club was awesome enough it made the paladin put down the greatsword. The club is semi-sentient and urges the user into a frenzied state when its used. The user of the club MUST USE all the benefits of the barbarians Rage and Reckless Attack benefits. Each round the user must make a WIS save of DC 9+(rounds of combat) to avoid losing control. When the user loses control they must attack the nearest living target to the best of their ability. This loss of control lasts until they fall unconscious. The party let the paladin have his fun even after he killed some of the parties horses during one combat. Eventually, when fighting some Yuan-Ti and their captives in a temple the paladin lost control near a cage of innocents....and bad things ensued. The party then colluded to steal the "Wabbajack" and hide it from the paladin for the rest of the campaign. [/QUOTE]
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