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General Tabletop Discussion
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Intelligent Items at 1st level?
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<blockquote data-quote="jontherev" data-source="post: 3426739" data-attributes="member: 1451"><p>Eh. Too much work for me. I'd rather do the legwork now on the items and let the players know ahead of time what powers will "turn on" and when. Then, I no longer have to worry about keeping track of the items. The way I plan to do this is not very much different from a 1st level character keeping his MW weapon and adding enchantments to it along the way, albeit for free! I really don't think it will blow game balance after I rewrite the items so that the powers activate at certain levels.</p><p></p><p>Although ideally it would be nice to keep these powers hidden, it causes major headaches for the player. Let's say the wizard's spellbook grants him the Still Spell feat at 6th level, and since he didn't know about that, he actually takes the feat at 5th level? Plus, since these items are intelligent, they should know something about how their powers *might* develop, much like a wizard will know that *someday* he will be able to cast a fireball.</p><p></p><p>It's mostly personal preference though. What works for me and my players, definitely won't work for everybody else.</p><p></p><p>And yes, to the previous poster...I DO like high magic campaigns, and I think all of my players do as well. We've never played a low magic campaign, so maybe I'm biased. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="jontherev, post: 3426739, member: 1451"] Eh. Too much work for me. I'd rather do the legwork now on the items and let the players know ahead of time what powers will "turn on" and when. Then, I no longer have to worry about keeping track of the items. The way I plan to do this is not very much different from a 1st level character keeping his MW weapon and adding enchantments to it along the way, albeit for free! I really don't think it will blow game balance after I rewrite the items so that the powers activate at certain levels. Although ideally it would be nice to keep these powers hidden, it causes major headaches for the player. Let's say the wizard's spellbook grants him the Still Spell feat at 6th level, and since he didn't know about that, he actually takes the feat at 5th level? Plus, since these items are intelligent, they should know something about how their powers *might* develop, much like a wizard will know that *someday* he will be able to cast a fireball. It's mostly personal preference though. What works for me and my players, definitely won't work for everybody else. And yes, to the previous poster...I DO like high magic campaigns, and I think all of my players do as well. We've never played a low magic campaign, so maybe I'm biased. ;) [/QUOTE]
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