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Intelligent Items at 1st level?
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<blockquote data-quote="Chimera" data-source="post: 3426890" data-attributes="member: 2002"><p>I agree that overpowering magic items at low level completely changes the game, but they can be fun if you really want to go the Monty Haul path. Heck, our (late 70's) high school games were seriousy MH. My Wizard got a Staff of the Magi at 4th level!</p><p></p><p>Nowadays, the only way I'd ever give out an intelligent item at low levels would be as a plot device, or something like;</p><p></p><p><strong>Maurice</strong></p><p></p><p>Intelligent Wand of <em>Nystul's Magic Aura</em>. Maurice has an intelligence of 12, can speak Common and has omnidirectional vision equivalent to human vision.</p><p></p><p>50-41 charges remaining: Maurice is young and hot to trot. He's happy to suggest uses for his power, no matter how relevant to the current situation. He's got a kind of tunnel vision when it comes to how useful he is. He wants to be a part of every situation and there's no way to shut him up short of threatening to destroy him.</p><p></p><p>40-31 charges remaining: Same as above, but not so insistent on using charges.</p><p></p><p>30-21 charges remaining: Now he knows how things work and the concept of mortality has entered his head. He likes to be a part of thing and is extremely happy to be consulted on issues or stick his nose into things, but his power isn't his sole focus.</p><p></p><p>20-11 charges remaining: You need his advice, you don't need his power unless it's absolutely necessary.</p><p></p><p>10 or fewer charges remaining: Mortality is weighing heavily on Maurice. He wants to experience more of life and is unwilling to use any more charges unless it's a matter of life and death. The fewer charges remaining, the more likely it's just a matter of his own survival. Your party dies? That's ok, he'll just be picked up by someone who won't know how to use his powers up and kill him. Like Pinnochio, his fondest wish would be to gain a WISH spell to become a living being.</p></blockquote><p></p>
[QUOTE="Chimera, post: 3426890, member: 2002"] I agree that overpowering magic items at low level completely changes the game, but they can be fun if you really want to go the Monty Haul path. Heck, our (late 70's) high school games were seriousy MH. My Wizard got a Staff of the Magi at 4th level! Nowadays, the only way I'd ever give out an intelligent item at low levels would be as a plot device, or something like; [b]Maurice[/b] Intelligent Wand of [i]Nystul's Magic Aura[/i]. Maurice has an intelligence of 12, can speak Common and has omnidirectional vision equivalent to human vision. 50-41 charges remaining: Maurice is young and hot to trot. He's happy to suggest uses for his power, no matter how relevant to the current situation. He's got a kind of tunnel vision when it comes to how useful he is. He wants to be a part of every situation and there's no way to shut him up short of threatening to destroy him. 40-31 charges remaining: Same as above, but not so insistent on using charges. 30-21 charges remaining: Now he knows how things work and the concept of mortality has entered his head. He likes to be a part of thing and is extremely happy to be consulted on issues or stick his nose into things, but his power isn't his sole focus. 20-11 charges remaining: You need his advice, you don't need his power unless it's absolutely necessary. 10 or fewer charges remaining: Mortality is weighing heavily on Maurice. He wants to experience more of life and is unwilling to use any more charges unless it's a matter of life and death. The fewer charges remaining, the more likely it's just a matter of his own survival. Your party dies? That's ok, he'll just be picked up by someone who won't know how to use his powers up and kill him. Like Pinnochio, his fondest wish would be to gain a WISH spell to become a living being. [/QUOTE]
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