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 Post subject: Magic items... your thoughts?
PostPosted: Wed Oct 10, 2012 5:19 pm 
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Ill-Fated Peasant

Joined: Thu May 22, 2008 10:13 pm
Posts: 5
Our group is rotating GMs with the DCC RPG and using modules from various games that we've wanted to try out. It's my turn to GM, and I'm running a d20 module created with a party of 1st level characters in mind (our group is a mix of 0 & 1 level).

The module gives gold and magic items out like candy, and while I'm planning on reigning in the gold a bit (easy enough to change to silver), but is it necessary to worry about the +1 items waiting to be found? Is it simply personal preference as a group and GM?


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 Post subject: Re: Magic items... your thoughts?
PostPosted: Wed Oct 10, 2012 5:54 pm 
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Cold-Hearted Immortal
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Joined: Fri Mar 16, 2012 11:41 am
Posts: 1876
Remove all of the magic items.

Then go back and include whatever items you think should be there. Preferably, magic items that are unpredictable and make sense within the context of the module. Remember that a lot of items can be mundane and give specific bonuses without being magical.

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Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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 Post subject: Re: Magic items... your thoughts?
PostPosted: Wed Oct 10, 2012 6:13 pm 
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Hard-Bitten Adventurer
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Joined: Mon Jul 30, 2012 2:40 pm
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Location: West Palm Beach, Fl
Raven_Crowking wrote:
Remove all of the magic items.

Then go back and include whatever items you think should be there. Preferably, magic items that are unpredictable and make sense within the context of the module. Remember that a lot of items can be mundane and give specific bonuses without being magical.



Raven is dead-on here. I also let a couple of +1 items actually have 1 point of Luck the player could use.

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 Post subject: Re: Magic items... your thoughts?
PostPosted: Wed Oct 10, 2012 7:19 pm 
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Joined: Mon Jun 25, 2012 8:01 am
Posts: 1195
Location: Atlanta, GA
Awesome idea about lucky items. Maybe give them one "natural 20" critical instead? I HATE +1s... these ideas are way more interesting IMO. Good job sir!

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RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


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 Post subject: Re: Magic items... your thoughts?
PostPosted: Thu Oct 11, 2012 12:32 pm 
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Cold-Blooded Diabolist

Joined: Mon Jan 06, 2003 6:19 pm
Posts: 495
+1 on what's been said before.

What I've done is remove all treasure, and then sprinkle back in "interesting" stuff. So, a potion of healing may become a salve that allows the character to heal 2 points per day of rest instead of 1, or their Stamina bonus...or something. Not actually magical, but a slight rule breaker. A +1 sword becomes a finely crafted longsword that does 1d8+1 damage, but must be constantly maintained, or the damage drops to 1d7 or whatever. I think there are a lot of ways to pepper the dungeon with interesting things and not fall down the "every character must have X+1 magical items per level." The funny thing is, the player's value these little "neatos" just as much as magical treasures.

I've also done some stuff with treasure to make it more interesting than finding 1d6+1 gp. I'll throw in ancient gold coins that are alloyed with base metals (similar to the late Roman Empire) -- so to a moneychanger they're worth about a silver piece each, but to a collector, they could be worth more than a gold piece each. And maybe they hold some latent power due to a symbol representing the ancient culture's patron, etc... leads to a ruined mint where a shrine to the patron was used to give the coins some unholy power....blah blah.

I try to hook in whatever I can... though obviously you can overdo it like magic.

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AKA Paul Wolfe
The Mystic Bull: Our new publishing website. Have a submission? PM me.
In the Prison of the Squid Sorcerer: 12 Short Adventures for DCC!
The God-Seed Awakens: 3rd Level Adventure for DCC. New patron, new spells, lots of new monsters and the living weapons of the Empire of Thal!
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 Post subject: Re: Magic items... your thoughts?
PostPosted: Thu Oct 11, 2012 1:40 pm 
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Joined: Mon Jun 25, 2012 8:01 am
Posts: 1195
Location: Atlanta, GA
I've also played with damage dice as a way to make some things better than others. E.g., mithril daggers that are 1d5, or Molan's flail is 2d3+1 (plus flaming damage 1/day). Maybe instead of a d8+1 longsword, try a 2d4 longsword... or a 3d3 longsword! Better on average.

_________________

RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


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 Post subject: Re: Magic items... your thoughts?
PostPosted: Thu Oct 11, 2012 3:03 pm 
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Cold-Blooded Diabolist

Joined: Mon Jan 06, 2003 6:19 pm
Posts: 495
Definitely -- you can always make a weapon unique without making it magical.

Also, for other magic items, you can provide a "mundane" power. For instance, a ring of protection might become a signet ring for a local aristocrat. Locals may be more deferential to the wearer, and in fact, even bandits in the area may refuse to attack the wearer and/or the party due to an agreement with the aristocrat (protection racket or something even stranger -- the aristocrat is rumored to be in congress with a demon..etc). However, once the aristocrat finds out someone is wearing his ring and pretending to act under his protection...well...

_________________
AKA Paul Wolfe
The Mystic Bull: Our new publishing website. Have a submission? PM me.
In the Prison of the Squid Sorcerer: 12 Short Adventures for DCC!
The God-Seed Awakens: 3rd Level Adventure for DCC. New patron, new spells, lots of new monsters and the living weapons of the Empire of Thal!
My Gamer Profile


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