Minor Subtle Magic Items
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- Posts: 99
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Minor Subtle Magic Items
Does anyone have a handy mechanic for creating magical items that are subtle, and still less potent than those in the Rivendell sourcebook? Would you just use the first part of the wondrous artefact description (e.g., wisdom bonus).
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Re: Minor Subtle Magic Items
My answer is that you should produce a Wondrous Artefact of a single Blessing, as in the Rivendell rules, but keep the actual properties bestowed by the blessing subtle. Example: Samwise's elven rope that unties itself when the possessor desires it. Certainly keep the bonus based on Wisdom as well, so Sam will get a bonus when tying a knot or when climbing or descending using the rope.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."
Re: Minor Subtle Magic Items
I can see several easy ways to have lesser blessings
A flat one-point mod is no different to a Wisdom 1 character... but is nerf-city for wisdom 3+ characters.
granting the magical effect on 6's is WEAK... but useful. No more successful, but impressive. It opens the outcome space, without affecting the odds.
Adding only to success is almost as powerful, but lacks the awe side-effect, and limits results to the normal types of outcome.
Having the magic boost on 6's isn't really very useful, except for low skills or high difficulties.
Nulling part of the Weary range is useless for many, but powerful for certain types.
- adds one unkept die to one common skill
- adds a flat one point to to one common skill
- adds nothing but grants magical effect on a 6
- adds wisdom or valor to rolls, but has no magical effect on a 6.
- Adds 1 to skill total for each 6 rolled (Kept or not)
- Weary only nulls 1&2's for the affected common skill
A flat one-point mod is no different to a Wisdom 1 character... but is nerf-city for wisdom 3+ characters.
granting the magical effect on 6's is WEAK... but useful. No more successful, but impressive. It opens the outcome space, without affecting the odds.
Adding only to success is almost as powerful, but lacks the awe side-effect, and limits results to the normal types of outcome.
Having the magic boost on 6's isn't really very useful, except for low skills or high difficulties.
Nulling part of the Weary range is useless for many, but powerful for certain types.
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