tag:blogger.com,1999:blog-6446461178381374626.post2408348134987400253..comments2024-03-27T23:28:19.341-07:00Comments on Telecanter's Receding Rules: Awkward Magic ItemsTelecanterhttp://www.blogger.com/profile/07238356788092725244noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-6446461178381374626.post-74193265164727351392014-02-05T09:19:46.533-08:002014-02-05T09:19:46.533-08:00Thanks. Yeah, one of the big realizations I had w...Thanks. Yeah, one of the big realizations I had when I came back to D&D, was that you didn't have to find those few players that new the game, you taught anyone you knew how to play, that the game could be for everyone.<br /><br />And that makes you start thinking about things that are fun to do sitting around in a living room. Like parlour games, apples to apples, pictionary, the metal folks in our hobby might not consider them cool, but if they make people laugh I'm interested in looking at a way to incorporate their idea into my D&D game.<br /><br />The tough part is that most parlor games are built on a few simple ideas - describing something to someone else, trying to trick someone else- etc. I will think about this some more.Telecanterhttps://www.blogger.com/profile/07238356788092725244noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-50286110189705964232014-02-03T12:08:41.229-08:002014-02-03T12:08:41.229-08:00This is a post that I've gotten a lot of use o...This is a post that I've gotten a lot of use out of when creating items for my games. Items that are awkward, and/or with a mini-game attached to them, seem to be a much bigger hit with my players than an item that causes them harm as a drawback.<br /><br />Would love to see this post expanded on, especially interesting "Awkward to Activate" techniques. The animal transforming amulet mentioned in the Undertavern Reflections post with the player mini-game of coming up with descriptive words for the animal they want their character to become is one of the most wonderful ideas for an item I've seen.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-72121912794536735812010-06-08T21:24:29.180-07:002010-06-08T21:24:29.180-07:00Probability: it only works with a successful roll ...Probability: it only works with a successful roll of some kind. Or, it could be a random different effect each time: fire wands can cast fireball... or burning hands, produce flame, etc. That way it's not an automatic 8 dice of fireball damage every time.<br /><br />Or even, combined with consequences, it fails drastically on a certain roll result.<br /><br />One option for awkward is that the item has several different abilities, but they must be used once in order before you can reuse the first again.Menace 3 Societyhttps://www.blogger.com/profile/10697437012473847456noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-84872209971085605922010-06-04T11:28:39.902-07:002010-06-04T11:28:39.902-07:00Great additional ideas! Thanks.
The fuse idea ma...Great additional ideas! Thanks.<br /><br />The fuse idea made me think of a clockwork that will function only as long as it's kept wound.Telecanterhttps://www.blogger.com/profile/07238356788092725244noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-54198116463040226782010-06-04T03:59:00.857-07:002010-06-04T03:59:00.857-07:00Saw your hand off: Magic items that replace body...Saw your hand off: Magic items that replace body parts are certainly awkward in all but the cheesiest of hackfests.<br /><br />more consequences: Potions and such that cause one to be inebriated after use. <br /><br />it's got a fuse: simple enough the item requires one to light a fuse and wait for the result. Seems simple enough but there are lot's of situations where one doesn't' have a source of fire to set the fuse alight handy at the moment. The more spectacular the more obvious (and slightly longer) the burning of the fuse could take drawing everyone's attention to the impending activation.JDJarvishttps://www.blogger.com/profile/07691101939920824546noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-80461769179276026012010-06-03T17:41:12.071-07:002010-06-03T17:41:12.071-07:00In my campaign, there are magic-missile-shooting g...In my campaign, there are magic-missile-shooting guns, but they work with quartz "bullets" that are prone to misfire. There's also one fireball-launching version, but if any dirt gets in the barrel it will blow up in your face.<br /><br />Which, I guess, is taking rounds in a gun and then making them awkward as well. I like it better than charges, though, because there are fewer uses before you have to get them reloaded (6 and 4, respectively) and there's more chance for entertaining disasters.Chris Lowrancehttps://www.blogger.com/profile/14261681408965717414noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-50481935737749061272010-06-03T15:24:16.366-07:002010-06-03T15:24:16.366-07:00Fragile and Consequences combined immediately made...Fragile and Consequences combined immediately made me think of nitroglycerin. And maybe your last post did too... I keep seeing some scene from an old Western where these guys had to transport nitro in a rickety wagon. Dungeons need more nitroglycerin, especially abandoned dwarven mines.ze bulettehttps://www.blogger.com/profile/15603716850479808633noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-88051832802218505502010-06-03T10:33:56.897-07:002010-06-03T10:33:56.897-07:00Good ideas. Thanks.Good ideas. Thanks.5stonegameshttps://www.blogger.com/profile/10694550968360550229noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-42678907043690429092010-06-03T10:10:48.393-07:002010-06-03T10:10:48.393-07:00I like it.I like it.Anonymousnoreply@blogger.com