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<blockquote data-quote="Crazy Jerome" data-source="post: 5813073" data-attributes="member: 54877"><p>Much like some of steeldragons' and mkills' suggestions, I'd like an option for the old potion miscibility results to be cleaned up, organized, and expanded to all of magic, spells and items. Then let the players wear as many items as they dare. You might need certain keywords (and level) on every piece of magic to make this work, but those can be used for other purposes as well.</p><p> </p><p>I figure that such a module designed to put the limits of items into the players' hands might as well handle too much high level casting, too. And don't make it too rough. The whole point it to put this giant temptation in front of the players, and for that to happen they have to sometimes go for it. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p> </p><p>To be nice, perhaps the first two or three items don't have any such effects.</p><p> </p><p>When I first started running games, it was relayed to me that one of the local groups had a killer DM who liked to make AD&D 1E potions practically impossible to identify in any safe or timely manner. His players retaliated by saving the potions until everything looked hopeless, then pulling them out and randomly mixing them in hope that in the resulting "miscibility" effects, one or two of them might escape. I think they got the idea from the various "retributive strikes" on the powerful staves. I'd like to see a group in desperate straits consider "Mixing Things Which Man Was Not Meant to Mix". This also explains all those strange creatures in D&D worlds. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5813073, member: 54877"] Much like some of steeldragons' and mkills' suggestions, I'd like an option for the old potion miscibility results to be cleaned up, organized, and expanded to all of magic, spells and items. Then let the players wear as many items as they dare. You might need certain keywords (and level) on every piece of magic to make this work, but those can be used for other purposes as well. I figure that such a module designed to put the limits of items into the players' hands might as well handle too much high level casting, too. And don't make it too rough. The whole point it to put this giant temptation in front of the players, and for that to happen they have to sometimes go for it. :devil: To be nice, perhaps the first two or three items don't have any such effects. When I first started running games, it was relayed to me that one of the local groups had a killer DM who liked to make AD&D 1E potions practically impossible to identify in any safe or timely manner. His players retaliated by saving the potions until everything looked hopeless, then pulling them out and randomly mixing them in hope that in the resulting "miscibility" effects, one or two of them might escape. I think they got the idea from the various "retributive strikes" on the powerful staves. I'd like to see a group in desperate straits consider "Mixing Things Which Man Was Not Meant to Mix". This also explains all those strange creatures in D&D worlds. :D [/QUOTE]
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