Need some clarification on Scribe Scroll

Tar-Edhel said:
Maybe someone should email this to the sage?

Go right ahead, but I honestly don't think it's worth it. A passage that reads "Sometimes, some things go wrong in some situations with some stuff..." can be interpreted in thousands upon thousands of different ways. The point of the matter is that the ENTIRE passage refers to ROLLING treasure. Reread the whole thing from top to bottom. If you still don't see what I mean, email the sage. If even then, you STILL don't see what I mean, house rule it. :) I'm not being pissy, just my opinion.
 
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kreynolds said:
The point of the matter is that the ENTIRE passage refers to ROLLING treasure. Reread the whole thing from top to bottom. If you still don't see what I mean, email the sage. If even then, you STILL don't see what I mean, house rule it. :) I'm not being pissy, just my opinion.

Well, we even disagree on the point of the matter here :D

p.177, under Handling Magic Items - Cursed Items . We are not in the random tables yet. That is the part where they explain the basics of magic items.

Some items are cursed-incorrectly made, or corrupted by outside forces. Blah, blah blah... Randomly generated items are cursed 5% of the time If you wish to include faulty and/or dangerous magic items in your campaign, see Cursed Items, p. 231, for more information

So the ENTIRE passage is not about ROLLING treasure (emphasis yours ;) ) That's Chapter7, we're in chapter 8. It's on how to handle magic items in your campaign. They mention how to determine that an item is cursed when you roll randomly but it's a specific ruling, just telling you what to do in this particular case.

And then, you go to p.231 where they mention again:

In the process of crafting a magic item, so many delicate factors have to be taken into account that occasionally things are bound to go awry. These small errors are often readily apparent and usually show up immediately. Sometimes, however, they are more subtle and don't emerge until days, months or even years later.

Other factors can make a magic item go wrong as well - things not the faulter of its creator in any way. The forces of chaos and general entropy can cause magic to decay or become corrupted.

I agree with you that it is vague. that is why I think it's a hole in the rules.

I will let my players decide what they like, whatever the sage or designers might say. I don't think it changes things much one way or the other. Being the DM, I can always decide if an item is cursed or not :D
 
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Tar-Edhel said:
I don't think it changes things much one way or the other. Being the DM, I can always decide if an item is cursed or not :D

Well, it changes things quite a bit. For instance, you're wrong. ;) Don't you find it curious that WotC seemed to fail to include an ENTIRE SECTION regarding cursed items and how they apply to the several item creation feats? Don't you find it interesting that of the entire collection of item creation feats, and the entire system of magic item creation, WotC failed to mention any kind of percentage or statistics regarding the probability that a character will create a cursed item? Don't you find it interesting that if in fact cursed items are meant to be an integral part of characters creating magic items, that it didn't even deserve it's own section, or even as a variant rule? How about the fact that it wasn't even mentioned? No matter how you cut this, it's a house rule. That's the point I'm arguing. And for the record, I was referring to chapter 8.
 

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