Scoop!?! New Magic Item Format in D&D: The Complete Animated Series

JPL said:
Well... the real problem is that those kids weren't D&D characters, they were Cartoon Action Hour characters. They never killed anything and took its stuff. They didn't really seem to improve in prowess over the course of their adventures. They appeared to be heavily dependent upon their magic weapons to simulate the abilities associated with their purported "classes" --- Presto couldn't cast spells without his hat, for example.
Oh, but they DID improve. By the time the big column of fire that was Venger's master showed up, they were non-nonsense veterans. Bobby and Eric had mastered their weapons to a degree that rivaled Diana and Hank. In the faerie dragon episode, they were about as competent with their magic weapons as the lizardmen that used the items in the volcano-prison episode (the one with Stronheart).
 

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Klaus said:
Oh, but they DID improve. By the time the big column of fire that was Venger's master showed up, they were non-nonsense veterans. Bobby and Eric had mastered their weapons to a degree that rivaled Diana and Hank. In the faerie dragon episode, they were about as competent with their magic weapons as the lizardmen that used the items in the volcano-prison episode (the one with Stronheart).


Like I said, I haven't watched these in years...maybe if you watch them in sequence, the progression in more clear. My impression was more that they were competent enough to fight whatever they were fighting at the moment...driving off Tiamat at one point, and then having an equal amount of trouble against bullywugs the next episode.

Scribble, I agree completely.
 

der_kluge said:
I mean, can someone tell me why I need two feats to create a ring of water walking and boots of water walking?

Well, as Magic of Incarnum tells you, the slot for boots is a pre-existing chakra of your body while the ring has to create a body item slot for itself. This also explains why you need to be 12th level to forge a ring. It's just harder to create an item that creates a slot for itself.

:D This is all IMC of course, YMMV
 

Looks to continue the trend of (useless) fluff and (glaringly) obvious information.

Hopefully they expond on how a helmet takes the Head slot. :lol:
 



JPL said:
Like I said, I haven't watched these in years...maybe if you watch them in sequence, the progression in more clear. My impression was more that they were competent enough to fight whatever they were fighting at the moment...driving off Tiamat at one point, and then having an equal amount of trouble against bullywugs the next episode.

Ah, yes, but you are forgetting to take into account their cartoon nature; they are only as capable as the drama of the moment requires of them. If the situation calls for humor, then all modicum of learned ability goes out the window. (Also known as the Roger Rabbit Law of Cartoon Physics, or "Only when it was funny!")
 

Y'know, there is something to be said for a D&D game where you don't have the constant killing and looting, especially if you're introducing the game to a younger player.

It might just be a question of letting "hit points" always represent the more abstract wearing-down of a foe rather than actual bloodshed. Bad guys surrender or run away instead of fighting to the death...good guys are unconscious at zero hit points or below, and live to fight another day.

Instead of looting the corpses, the good guys rely upon found treasure, rewards from patrons, and maybe even magic items that improve as the heroes do (a la legacy weapons).
 

CaptainChaos said:
Even the ability to kill Uni the Unicorn wouldn't get me near this DVD boxed set. That show was an embarassment.
I, of course, disagree.

JPL --> Now THAT is something I'd love to see!
 

Klaus said:
I, of course, disagree.

JPL --> Now THAT is something I'd love to see!


I'm not even sure that you would need new mechanics...as DM, just alter your descriptions. Zero hit points = we win, whether that means the bad guy runs away, gives up, or whatever.

Some review of the spell lists might be in order, too, just to avoid stuff like fireballs that would clearly be lethal. But forceballs and magic missiles are still fine.

Setting-wise...maybe look to Chronicles of Narnia, fairy tales, "Dark Crystal", Labyrinth for inspiration.

Let younger players play young characters, if that seems appropriate. Actually, yoinking the D&D cartoon setup and letting the kids play themselves, transported into the magical realm, isn't a bad way to go.
 

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