Manticore wrote:
well i would like to move the topic on to something i want to know about for future DMing. magical weapons.(can be awkward[really awkward]) we all want to make something just awesome and pulled out of our ass(less intelligent way of saying off the top of your head) but this can ruin a game. but we cant because if we make something awesome and powerful for one person, everyone else wants one. now what do you do in this situation? you can either give them all something awesome and then have the game ruined by them being able to solve any problem(as was my case on the first campaign i did). or would you just take away said awesome object and make them all angry at you. another choice that pops into your head would be. why not just not have anything to do with magical weapons and leave it all alone? well unfortunately this can also make the game far less fun than it can be.
so then readers and writers of this thread. how would or do you go about using magical items? are there other options(i know there are!)? and what are some of your out of your ass magical items that you use?
The way I balance magic items is based off of super hero logic. this is my OVERPOWER logic.
Start the players with NO magic, and at some point, when they get treasure, Assume it includes something magic. after a few encounters, Make EVERY encounter, Both Possess, AND USE, magic, and magic items, so that Always having magic, Becomes the standard, this way, If they can do it, so can everyone else. This keeps the game from breaking.
Although yes, By lv 20, you'd have all the equipment as +5 and higher, with several artifacts, which would make them more powerfull than some level 30's which Is why I assume Items change a characters ECL. So, Here's the formula I use, and it works fairly well.
For every magic item the players get, Treat them as there level + 3/4 the items level totals.
So a +3 sword and a +1 ring, is +4, so treat them as character level +4, and base all the encounters as such, and when factoring in adding items to the enemys, do the same math. so if they encounter a monster or NPC of there level, with identically leveled equipment, it will be a fair fight.
Also ALWAYS assume that the main villian(s) have super awesome gear, every artifact you can think of, and pretend that there ALWAYS using them.
One thing this does though, is by lv 9, if you give them the wrong items, and the players are really clever, they can take on some of the lower epic encounters, (21-25)
so, as for magic, Here's a list of items that you should never give.
Never give a player a rod of wonder, Any of them, for ANY reason. This is one of the most abusable magics.
If ONE of the players is a bit to smart, NEVER give them ANY acidic weapon. They will try to figure out what acid it is based on 3 things it melts, and find the most abusable use of it.
Never give a player a deck of many things. more often then not, they use it as often as possible to see what all they can cause to happen.
Never give players an item that in some way grants any of the following.
Clairvoience, clairaudience, Suggest, Sleep, Hold person, Hold creature, Control water, Air-walk, Hold Door, Create water, purify water, shatter.
the first 6 I just listed are obvious, as those are some of the most powerfull spells if used properly, but the rest are abusable, or just worded badly.
Control water : Used to control tides for boats, The problem, it just says 'body of water'. My players insisted that the blood in someone's body is water, which technically it is, and that they could control the water (blood) to force it all into the targets brain, instantly killing them. After 4 hours of arguing that it doesn't say target creature means exactly that, you can't target that. It was realized it doesn't work, BECAUSE, It says you can only move the water levels UP or DOWN, by any hight.
They raised the hight of the targets blood to +5000 feet above sea-level, and ended the spell. NEVER give them the ability to use this if they can't already cast it.
Air-walk. The caster chooses a target, and allows them to fly. The caster controls the flight.
They used it to pick targets up and hold them in the air, becoming an extra hold-person. After 20 minutes re-reading the spell, and looking for some wording that would say otherwise, I couldn't find one. its just a poorly written spell.
Hold door: Targets a door being closed, and holds it open. The players called the left and right ventricles of the heart 'doors' and tried to hold them. Upon reading the spell, it says it only works on wood, metal, and stone doors. which yes, means you can't use it on a glass door, or magic door. but it was annoying.
Create water. Target container, create X volume water. They targeted lungs, I said it needs room to expand, they said fine, stomach, this creates 8 galons of water at this level, Hydroshock. I read the spell, Non-living, non-creature, container. again, just annoying. Now if they got the target to swallow a baloon, or a small vial...
Purify water, takes any water and removes impurities. Target BLOOD, remove impurities, IE everything that isn't water. the body suffocates. I don't remember if this works, but some players will try it.
Shatter: Shatters an object, Requires a solid object or crystaline creature. The only creatures targetable must be crystal, however any non-magical object works. Target SKULL. Note, this doesn't just break it into pieces, it violently shatters them at jagged angles, with explosive force. the skull would go INTO the brain, and out of the scalp.
The reason I mention these spells most of all, is as follows.
When you give a player an item with a spell on it, they think, hey thats usefull. then they think 'maybe the DM is telling us to do something' followed by 'maybe this has some other hidden use...' followed by franticly reading the spell text.
But if the players DO somehow do something un-expected, just make there opponets do the same, or simillar, and that when they stop, you stop. This means the game will be as fair as they allow. One exception. a combination of 2 spells. any spell that is save Vs Death, followed by dissintegrate. Never do this to a player, even if they did it to the main villian at some random point, and you rolled bad for his save.
I know, for some of you this seems obvious. but the main thing I was getting at is, If you give the players magic, Give there enemies JUST AS MUCH magic, and/or total up the levels of stuff, and put them against higher encounters.
Also NEVER use magic in a modern setting for ANY reason. Especially in combination with grenades, and totaling AoE damage to larger than medium size creatures (a large creature occupies 4, 5 foot spaces, and would thus take 4 spaces worth of damage. Bad in fantasy, Good for large scale modern settings, with tanks)
Why? I gave my modern players spells, and magic items. One day, 2 of our players where missing so I said "hey, rather than make them miss out lets say I temporarily summon your characters to another plane, and pit you against a theoretically impossible chalenge and see how long you survive. No penalty of death." they said sure, Here's the fight that happened.
3 players, with a laser rifle, (6th level sorcerer), One with a mini-gun, and 1 cleric, with a box of grenades, and a 50-cal sniper rifle.
Faced against. Azathoth, as of call of cthulu, D20.72D8+2091 Health, DR 55/+4 and divine fast healing 200, fire resistance 40, sonic immunity. AC63 (+1 dex, -8 size, +40 natural, +20 divine) CR 50.
I dropped the fast healing, dropped +20 divine AC (down to AC43) and reduced the DR from 55/+4 to 20/+1
They had azathoth down to 1, before the party wiped, all because of AoE. Fireball autofire grenades.
The long and short of it is, If you give the players something, make sure what there up against has something of equal power.
Also if you want to pull something out of your ass, Just re-create magic items from other things. My favorite to do this with, is disney movies like aladdin.
Jaffar's staff. +4 rod, looks like a cobra, with ruby eyes, its made of copper, bronze, or gold. It grants charm person, hold person, sleep, suggestion, Mass hold person, Mass suggest, Mass sleep. But only if the eyes of the staff line up with at least one of the targets eyes. unlimited use. Dangerous for players to have, perfect for villians, and if the players somehow get it, It's got a limitation on it that makes it almost impossible to use during combat, because of what you have to do, and the fact that that's all it does.
SORRY IF I TALKED TO MUCH AND RAMBLED ON ABOUT PERSONAL EXPERIENCE! IT FELT LIKE A GOOD IDEA AT THE TIME!