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Intelligent Items at 1st level?
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<blockquote data-quote="KidCthulhu" data-source="post: 3422311" data-attributes="member: 26"><p>I'd say those items as WAY overpowered for a 1st level PC. I'd hand those out to a 12-15 party. </p><p></p><p>There's nothing wrong, however, with making items that have potential, and then opening that potential to the players over time. You say intelligent items in the thread title, but don't discuss it in your post.</p><p></p><p>So give the items personalities, and have them talk to the players. They can drop hints about all the things they could do, but can't do yet because the players haven't [destroyed the villain, found the McGuffin, wiped out the threat to place wherever]. Or perhaps the items were once an adventuring party, and now they're trapped in these items. As the PCs follow the plot along to find out who killed them and finish their mission, the former adventurers "remember" their abilities, and the items get more powerful. </p><p></p><p>This way you get a plot hook and magic items all at once. The players will find this really rewarding and you'll have a much better control over the power level in your game.</p><p></p><p>Under no circumstances would I hand the items you're describing to a 1st level party, unless they came with a significant cost or curse that would keep the PCs from using it willy-nilly. And where's the fun in that. Better to have them unlock the item as they go.</p></blockquote><p></p>
[QUOTE="KidCthulhu, post: 3422311, member: 26"] I'd say those items as WAY overpowered for a 1st level PC. I'd hand those out to a 12-15 party. There's nothing wrong, however, with making items that have potential, and then opening that potential to the players over time. You say intelligent items in the thread title, but don't discuss it in your post. So give the items personalities, and have them talk to the players. They can drop hints about all the things they could do, but can't do yet because the players haven't [destroyed the villain, found the McGuffin, wiped out the threat to place wherever]. Or perhaps the items were once an adventuring party, and now they're trapped in these items. As the PCs follow the plot along to find out who killed them and finish their mission, the former adventurers "remember" their abilities, and the items get more powerful. This way you get a plot hook and magic items all at once. The players will find this really rewarding and you'll have a much better control over the power level in your game. Under no circumstances would I hand the items you're describing to a 1st level party, unless they came with a significant cost or curse that would keep the PCs from using it willy-nilly. And where's the fun in that. Better to have them unlock the item as they go. [/QUOTE]
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Intelligent Items at 1st level?
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