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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Making all Magic Items "intelligent?"
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<blockquote data-quote="Beholder Bob" data-source="post: 1096915" data-attributes="member: 12866"><p>Well, that would possibly solve it, but can you imagine, as a DM, having to role play 3 swords, a rod, 2 suits of armor, and 5 rings! I like the concept, limiting players to realistic amounts, but something else would be easier. I have 2 suggestions (not mutual)</p><p></p><p>1) magic is the great preservative, retarding decay and change. If you carry permanent magic items whose value exceeds your total XP x 10, you have a harder time developing (gaining XP). As an variation on this, just take the XP value of permanent magic items carried, if that total was added to the PC's XP would put him up a level, treat him as higher level for encounters / XP rewards. He he. That'l fix 'es wagon.</p><p></p><p>2) going with your suggestion, but tweaked. Magic items have destiny, goals, and alignments. Some have an awareness, some just naturally lean towards one or more of the above without the ability to think (Johan’s dagger was not intelligent, but it was cruel. Its cuts tended to infect, the blade slipped out of the hand and cut the innocent, and even while sheathed, the hilt managed to strike an orphan in the eye - poor child). Carrying items with conflicting goals adds penalties to the PC (the items 'fight' among themselves at the worst times), and when items share destiny / alignments / what ever, they gain a communal destiny (or ego if at least 1 item is intelligent). So, your good/holy armor, shield, ring, and sword, combined, have an ego of X. Sorry, you carry the items of legendary heroes and martyrs and you failed that will save, you stay behind to cover your friends retreat.</p><p></p><p> <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="Beholder Bob, post: 1096915, member: 12866"] Well, that would possibly solve it, but can you imagine, as a DM, having to role play 3 swords, a rod, 2 suits of armor, and 5 rings! I like the concept, limiting players to realistic amounts, but something else would be easier. I have 2 suggestions (not mutual) 1) magic is the great preservative, retarding decay and change. If you carry permanent magic items whose value exceeds your total XP x 10, you have a harder time developing (gaining XP). As an variation on this, just take the XP value of permanent magic items carried, if that total was added to the PC's XP would put him up a level, treat him as higher level for encounters / XP rewards. He he. That'l fix 'es wagon. 2) going with your suggestion, but tweaked. Magic items have destiny, goals, and alignments. Some have an awareness, some just naturally lean towards one or more of the above without the ability to think (Johan’s dagger was not intelligent, but it was cruel. Its cuts tended to infect, the blade slipped out of the hand and cut the innocent, and even while sheathed, the hilt managed to strike an orphan in the eye - poor child). Carrying items with conflicting goals adds penalties to the PC (the items 'fight' among themselves at the worst times), and when items share destiny / alignments / what ever, they gain a communal destiny (or ego if at least 1 item is intelligent). So, your good/holy armor, shield, ring, and sword, combined, have an ego of X. Sorry, you carry the items of legendary heroes and martyrs and you failed that will save, you stay behind to cover your friends retreat. :D [/QUOTE]
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Making all Magic Items "intelligent?"
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