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General Tabletop Discussion
*Pathfinder & Starfinder
New Spell - Enchantment Transfer
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<blockquote data-quote="N'raac" data-source="post: 5781626" data-attributes="member: 6681948"><p>So, with all that work going into magic item backgrounds, do you also tie the backgrounds of the items to the backgrounds, skills and abilities of the PC's? They are the stars of the stories, not the magic items.</p><p></p><p></p><p></p><p>When you read a good fantasy novel, how often is a powerful, legendary magical weapon one which runs counter to the established skills,. or even preferences, of the protagonist expected to use it? I generally find, if the Hero is a swordsman, the Weapon of Legend is seldom an axe or a mace. If it is, the Hero is an axe wielder, or expert in use of the mace. The story is about the characters, not the magic items.</p><p></p><p></p><p></p><p>I don't think requiring a wizard know the Craft feat to move an enchantment when it is not required to create the enchantment is anything but a deliberate impediment to the use of the spell.</p><p></p><p>If the characters all use 2 weapons, and they sell a +1 Shield, no biggie. If they all use 2 weapons, I'm not going to introduce the Blessed Shield of Bartholemu the Bold, with its eight page backstory, and frustrate the players who now must choose between using the Mighty Maguffin or using the feats they have already committed to. They can't use it effectively, so they should sell it off , and all my backstory work goes to the Lost Bin. Maybe I should have designed a legendary magic item that is a good fit with this group of PC's.</p><p></p><p>That's my gaming style, and other valid and logical approaches certainly exist, but I view the PC's as the reason for the game. The setting and the magic items should be, as much as possible, trappings for use in telling their tales, not plug & play settings for any PCs's that randomly come along.</p></blockquote><p></p>
[QUOTE="N'raac, post: 5781626, member: 6681948"] So, with all that work going into magic item backgrounds, do you also tie the backgrounds of the items to the backgrounds, skills and abilities of the PC's? They are the stars of the stories, not the magic items. When you read a good fantasy novel, how often is a powerful, legendary magical weapon one which runs counter to the established skills,. or even preferences, of the protagonist expected to use it? I generally find, if the Hero is a swordsman, the Weapon of Legend is seldom an axe or a mace. If it is, the Hero is an axe wielder, or expert in use of the mace. The story is about the characters, not the magic items. I don't think requiring a wizard know the Craft feat to move an enchantment when it is not required to create the enchantment is anything but a deliberate impediment to the use of the spell. If the characters all use 2 weapons, and they sell a +1 Shield, no biggie. If they all use 2 weapons, I'm not going to introduce the Blessed Shield of Bartholemu the Bold, with its eight page backstory, and frustrate the players who now must choose between using the Mighty Maguffin or using the feats they have already committed to. They can't use it effectively, so they should sell it off , and all my backstory work goes to the Lost Bin. Maybe I should have designed a legendary magic item that is a good fit with this group of PC's. That's my gaming style, and other valid and logical approaches certainly exist, but I view the PC's as the reason for the game. The setting and the magic items should be, as much as possible, trappings for use in telling their tales, not plug & play settings for any PCs's that randomly come along. [/QUOTE]
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