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General Tabletop Discussion
*Dungeons & Dragons
Intelligent magic weapons and their side effects
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<blockquote data-quote="Croesus" data-source="post: 6792221" data-attributes="member: 35019"><p>I have a visceral dislike of items that mess with PC's minds. As a player, I really value being able to control my character's actions and assume other players feel the same. So I took some steps to warn the PCs about the effects of the elemental weapons. The party encountered an NPC who happened to have seen a prophet firsthand, so was able to warn them about the unhealthy effects of one of the weapons. They later encountered another prophet, who I played up as certifiably paranoid, which the players (correctly) blamed on the weapon he was holding. Fortunately, the players are rather cautious, so no one has attempted to wield the one weapon they've since obtained. In fact, they're trying to figure out how to destroy them all to stop the cults.</p><p></p><p>Because those are some of the more interesting (and powerful) items in the module, I'm adding other stuff for them to find. Half the fun of D&D is finding stuff. The powerful items I add won't be completely risk-free (they'll likely have drawbacks), but they won't change the PC's personalities.</p><p></p><p>That said, I do add items all the time that are intelligent (an intelligent floating lantern was a big hit in an earlier campaign). I run them as NPCs. If I added an intelligent weapon, I'd run it the same way - it would be like the PC's intelligent warhorse, familiar or companion, not something trying to possess or dominate the character. Though the item may indeed encourage the PC to do certain things, it will always be the player's choice, not mine.</p></blockquote><p></p>
[QUOTE="Croesus, post: 6792221, member: 35019"] I have a visceral dislike of items that mess with PC's minds. As a player, I really value being able to control my character's actions and assume other players feel the same. So I took some steps to warn the PCs about the effects of the elemental weapons. The party encountered an NPC who happened to have seen a prophet firsthand, so was able to warn them about the unhealthy effects of one of the weapons. They later encountered another prophet, who I played up as certifiably paranoid, which the players (correctly) blamed on the weapon he was holding. Fortunately, the players are rather cautious, so no one has attempted to wield the one weapon they've since obtained. In fact, they're trying to figure out how to destroy them all to stop the cults. Because those are some of the more interesting (and powerful) items in the module, I'm adding other stuff for them to find. Half the fun of D&D is finding stuff. The powerful items I add won't be completely risk-free (they'll likely have drawbacks), but they won't change the PC's personalities. That said, I do add items all the time that are intelligent (an intelligent floating lantern was a big hit in an earlier campaign). I run them as NPCs. If I added an intelligent weapon, I'd run it the same way - it would be like the PC's intelligent warhorse, familiar or companion, not something trying to possess or dominate the character. Though the item may indeed encourage the PC to do certain things, it will always be the player's choice, not mine. [/QUOTE]
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Intelligent magic weapons and their side effects
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