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Need some clarification on Scribe Scroll
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<blockquote data-quote="Kalendraf" data-source="post: 98618" data-attributes="member: 3433"><p><strong>Flawed vs. Cursed</strong></p><p></p><p>I think there's a huge difference between what most players consider "cursed" vs. one they consider "flawed". The same section in the DMG covers both of them. My take on it is that a flawed item is almost as good as a normal one, but it has some glitch. For example, it only works part of the time, or it requires the user to have some pre-requisite stat, etc. A cursed item would be more along the lines of something malicious that was intentionally created to harm the user.</p><p></p><p>My idea is to have the chance of failure in item creation lead to a flawed item, not these more malicious cursed ones.</p><p></p><p>As for using this in my campaign, my players seem open to this idea of the 1 or 2 percent chance of a flawed item getting created. I'm not intending this as a way to screw the party, but rather as a way of reinforcing the idea that magic is a rather wild and uncontrollable phenomenon that even the best of wizards don't always harness correctly.</p><p></p><p>Some of the replies make this sound like I'm trying to be cruel here. I'm not. Suppose your wizard made an item which turned out to have a subtle flaw, such as only functioning in above freezing temperatures. Would you be that upset about it? I guess if your campaign was based in an arctic climate you might be, but suppose you were based in a tropical one. Your item would probably work 99% of the time. And only when you eventually journey into a colder climate or encounter some magical form of cold that it would show up. That doesn't seem like a big problem, and certainly not something that most players would get overly upset about.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 98618, member: 3433"] [b]Flawed vs. Cursed[/b] I think there's a huge difference between what most players consider "cursed" vs. one they consider "flawed". The same section in the DMG covers both of them. My take on it is that a flawed item is almost as good as a normal one, but it has some glitch. For example, it only works part of the time, or it requires the user to have some pre-requisite stat, etc. A cursed item would be more along the lines of something malicious that was intentionally created to harm the user. My idea is to have the chance of failure in item creation lead to a flawed item, not these more malicious cursed ones. As for using this in my campaign, my players seem open to this idea of the 1 or 2 percent chance of a flawed item getting created. I'm not intending this as a way to screw the party, but rather as a way of reinforcing the idea that magic is a rather wild and uncontrollable phenomenon that even the best of wizards don't always harness correctly. Some of the replies make this sound like I'm trying to be cruel here. I'm not. Suppose your wizard made an item which turned out to have a subtle flaw, such as only functioning in above freezing temperatures. Would you be that upset about it? I guess if your campaign was based in an arctic climate you might be, but suppose you were based in a tropical one. Your item would probably work 99% of the time. And only when you eventually journey into a colder climate or encounter some magical form of cold that it would show up. That doesn't seem like a big problem, and certainly not something that most players would get overly upset about. [/QUOTE]
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