Wonderous Items

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Rich H
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Location: Sheffield, UK

Re: Wonderous Items

Post by Rich H » Wed Aug 06, 2014 1:41 am

Beran wrote:Yes, to me on paper anyway it looks too powerful to be part of a random Troll Hoard. Now, I suppose it would be ok if we were talking an unexplored Numenorean Treasure Vault the likes of which a PC would be lucky to see once in a career. But, this is just me. I'm not saying it wouldn't be a problem in your game. Mainly because I don't the kind of games you run. But, I would advise too many of them showing up.
I don't think some kind of Blessing in place of one of a weapon's Qualities is making it too powerful to be part of a random hoard, which is what we're discussing here. Wondrous Artefacts have Blessings and they crop up in hoards so why is a weapon with one too powerful when we're saying such a Blessing would count as one of the weapon/armour three Qualities?
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

Beran
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Re: Wonderous Items

Post by Beran » Wed Aug 06, 2014 3:43 am

So, in other words to use the above example of an Awe Blessing and Gleam of Terror you want to make a combi weapon of a Rod of Rulership and a +5 Sword (to use a D&D analogy). Is that what you are advocating? Spend a hope and you could cow a person like Thranduil or convince Beorn of a course of action that favours the party. And adds valour to the amount of hate lost by an enemy while using the "Intimidate Foe" and could allow a free attack on that enemy as well. I'm sorry, but yeah, that has Lollipop Guild written all over it. IMO of course, if you feel it fits your game then by all means. Or, have I missed something in my interpretation of the rules as written on this?

Rich H
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Re: Wonderous Items

Post by Rich H » Wed Aug 06, 2014 4:14 am

So is your issue with the actual powers and what they do or that they exist in one item? One character could have those advantages spread across two items (as per the RAW) or one (as per what me and Elfcrusher are discussing here). I don't see the big deal - it's the same amount of mechanical advantage, but in one item rather than two, and to the detriment that the weapon has to give up a weapon-related Quality to get the Awe Blessing.

Also, please reign in the hyperbole, mate, it doesn't lend itself to constructive discussion; remember what Jon said recently in another thread! ;) Thanks.
Last edited by Rich H on Wed Aug 06, 2014 4:25 am, edited 2 times in total.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

Glorelendil
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Re: Wonderous Items

Post by Glorelendil » Wed Aug 06, 2014 4:16 am

Beran wrote:So, in other words to use the above example of an Awe Blessing and Gleam of Terror you want to make a combi weapon of a Rod of Rulership and a +5 Sword (to use a D&D analogy). Is that what you are advocating? Spend a hope and you could cow a person like Thranduil or convince Beorn of a course of action that favours the party. And adds valour to the amount of hate lost by an enemy while using the "Intimidate Foe" and could allow a free attack on that enemy as well.
Well, Gleam of Terror just means you can use Awe and attack at the same time in combat, which hopefully you won't be engaging in while meeting with Thranduil or Beorn. And the blessing just gives you a bonus to your Awe, making it more likely you'll succeed but not increasing the probability of getting a Great or Extraordinary Success.

And...a ring with Blessing of Awe and a weapon with two properties, Gleam of Terror and something else, would cost you the same amount of XP as a weapon that had all three properties, and achieve exactly the same effect.

So really the only thing you'd be changing is letting the player get both effects in one item in the unlikely event that he rolled a Gandalf and then 3 tengwars on his magical treasure roll.
I'm sorry, but yeah, that has Lollipop Guild written all over it. IMO of course, if you feel it fits your game then by all means.
You know, some of us were feeling some sympathy toward you for getting ravaged in that other thread...

EDIT: Oops, Rich beat me to it. And he raises a good point: by combining those qualities in one weapon you lost out on getting a third combat quality in your weapon.
The Munchkin Formerly Known as Elfcrusher
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Beran
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Re: Wonderous Items

Post by Beran » Wed Aug 06, 2014 7:38 am

To bring some of the items from my OP up to date with the new format from the Rivendell book.

Caladtegi (Lightbringer)
Type: Long Sword
Craftsmanship: Elven
Bane: Orcs
Qualities: 1) Luminesence, 2) Runes of Victory, 3) Foe Slaying

Caladtegi (Lightbringer)- Forged long ago in Gondolin. The name of the smith and original owner are long lost to the mists of time. This blade has seen use in war almost since it was first quenched. The last known wielder was Arantar, one of Isildur's knights, veteran of the Last Alliance and Champion to the King. Both knight and sword never returned from the Fields of Gladden and its resting place is not known even to this day. Is it in the foul hands of some Orc chieftain, at the bottom of a fen in Gladden or swallowed by Anduin the Great? All that is known is that if it ever returns to the hands of Men it will be a beacon to those Free Folk who continue to fight against The Enemy and his dark forces.

Andcarch (Long Fang)- A finely wrought Elven dagger forged many years ago in Hollin.
Type: Dagger
Craftmanship: Elven
Qualities: 1) Luminesence, 2) Keen

Iúyevanwa, The Never Lost:
Forged in an Age long past, the Númenorian blade has been carried by the same House since it was first cooled. This shining steel blade and black handled weapon is very plain, with only a single green polished stone adorning the pummel. Traditionally, Iúyevanwa has been passed down when the Eldest Child is married. As it name implies, the owner who wields the blade always returns home. Even those who fell had their bodies recovered and returned home for proper burial.

You can spend a point of Hope after a successful attack to produce and automatic Piercing Blow.

Dorwin-nautr (Wineland's Gift)- A finely crafted Dorwinion blade.
Type: Sword
Craftsmanship: Dorwinion
Qualities: 1) Fell

Mithril Mail
Type: Armour
Craftsmanship: Dwarven
Qualities: 1) Cunning Make, 2) Mithril Armour
Enc: 6
Pro:3d

Glorelendil
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Re: Wonderous Items

Post by Glorelendil » Wed Aug 06, 2014 6:07 pm

I was just reading through Wondrous Artefacts, and under "Battle" it says, "Rare, as it usually pertains to weapons." Seems like a perfect fit for our discussion above: a Famous Weapon or Armour with two combat qualities and a Battle blessing.

Also, I'd totally add "pipe" under items appropriate for a Riddle blessing.
The Munchkin Formerly Known as Elfcrusher
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Curulon
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Re: Wonderous Items

Post by Curulon » Wed Aug 06, 2014 6:46 pm

Elfcrusher wrote:I was just reading through Wondrous Artefacts, and under "Battle" it says, "Rare, as it usually pertains to weapons." Seems like a perfect fit for our discussion above: a Famous Weapon or Armour with two combat qualities and a Battle blessing.

Also, I'd totally add "pipe" under items appropriate for a Riddle blessing.
That's a good point. That would seem to imply that you can have Blessing on Famous Weapons or Armour, though it'd be nice to hear an official ruling on it? If that's possible.

Glorelendil
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Re: Wonderous Items

Post by Glorelendil » Thu Aug 07, 2014 7:28 pm

Shards of Gurthang

Lore masters like Elrond would tell you that Gurthang is lost: not only broken, not just buried, not merely cursed, but also at this point at the bottom of the ocean.

But is it?

I'll bet this gang could come up with a number of good stories about what actually happened...
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator

Ferretz
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Re: Wonderous Items

Post by Ferretz » Thu Aug 07, 2014 10:08 pm

One of my players really wants to have a magical pipe at some point in the campaign, so I put one in the Index. This pipe has two blessings, no less. One for Riddle, as the pipe-weed will clear his mind and make him more creative (don't ask why) and one for Stealth. Why Stealth, you ask? Well, when sneaking about, this pipe can be used to create a small cloud of pipe-smoke that can hide the smoker.

Now if he were to spend a point of Hope when using this pipe, it would make the entire Fellowship passive, but hidden, smokers. And of course, inhaling this smoke, they also become clear-minded and creative. :)

E.

Beran
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Re: Wonderous Items

Post by Beran » Fri Jan 09, 2015 8:10 am

Glorelendil wrote:You know, some of us were feeling some sympathy toward you for getting ravaged in that other thread...
I got ravaged? Don't think I noticed.
Ferretz wrote:One of my players really wants to have a magical pipe at some point in the campaign, so I put one in the Index. This pipe has two blessings, no less. One for Riddle, as the pipe-weed will clear his mind and make him more creative (don't ask why) and one for Stealth. Why Stealth, you ask? Well, when sneaking about, this pipe can be used to create a small cloud of pipe-smoke that can hide the smoker.

Now if he were to spend a point of Hope when using this pipe, it would make the entire Fellowship passive, but hidden, smokers. And of course, inhaling this smoke, they also become clear-minded and creative.
This is gold! Interesting interpretation of the rules, I can't believe I missed it. Fits well with a Hobbit in particular.

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