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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6585775" data-attributes="member: 82106"><p>I think there was an aesthetic to it in the early game where it was less problematic. Your character had no 'build options', maybe he had some spells, but even those were somewhat more limited than in later editions. The cleric didn't even get a spell until level 2. So, you progressed by getting items, or accumulating other assets in the game. Magic was a big benny though, you really wanted some! Cursed items were just the risk you took, along with all the traps and etc. If the players were careful and patient they could suss out the bad stuff and avoid it, mostly. Otherwise you just took the gamble. Such items really weren't intended to be used much, they were just a threat by their very existence. Now and then the threat would be actualized, but there were always things like 'Remove Curse', you just had to get time and money to do it.</p><p></p><p>Nowadays, in the day and age of participatory narratively coherent games something like 'girdle of sex change' would just seem silly. It may still work fine in a slapstick game, but its function as a threat or a price for magic largely isn't germane anymore when magic is part of character builds. Such items nowadays really have to be devil's bargains, artifacts or something that have a dark side. You can access extra power, for a while, but at some sort of price. Curses and such then become better modeled as just narrative aspects of build choices the player made. Much like [MENTION=42582]pemerton[/MENTION]'s Demon Skin Adept.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6585775, member: 82106"] I think there was an aesthetic to it in the early game where it was less problematic. Your character had no 'build options', maybe he had some spells, but even those were somewhat more limited than in later editions. The cleric didn't even get a spell until level 2. So, you progressed by getting items, or accumulating other assets in the game. Magic was a big benny though, you really wanted some! Cursed items were just the risk you took, along with all the traps and etc. If the players were careful and patient they could suss out the bad stuff and avoid it, mostly. Otherwise you just took the gamble. Such items really weren't intended to be used much, they were just a threat by their very existence. Now and then the threat would be actualized, but there were always things like 'Remove Curse', you just had to get time and money to do it. Nowadays, in the day and age of participatory narratively coherent games something like 'girdle of sex change' would just seem silly. It may still work fine in a slapstick game, but its function as a threat or a price for magic largely isn't germane anymore when magic is part of character builds. Such items nowadays really have to be devil's bargains, artifacts or something that have a dark side. You can access extra power, for a while, but at some sort of price. Curses and such then become better modeled as just narrative aspects of build choices the player made. Much like [MENTION=42582]pemerton[/MENTION]'s Demon Skin Adept. [/QUOTE]
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