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D&D 5e Basic Set: Things that make you go "what?!"

Started by YourSwordisMine, July 03, 2014, 08:18:39 PM

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James Gillen

Quote from: Raven;771303I'd have to reread the article but I remember that put me off a little as well. Limiting it to three items seems a little arbitrary but I do like the increased emphasis on giving items a history.

One thing I would like to see in the DMG is a set of guidelines for mundane items becoming enchanted over time through the deeds they are used for in adventures, so the lad who took up his father's sword can keep using it instead of tossing it in a ditch when he finds a Flametongue, for instance.

The 3rd Edition version of Oriental Adventures gave Samurai the option to enchant their ancestral daisho with prayer and GP expenditure (later changed to XP), which makes sense in that they wouldn't trade in their ancestor's katana just because "well, this one is +2."

JG
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RPGPundit

Quote from: Raven;771303One thing I would like to see in the DMG is a set of guidelines for mundane items becoming enchanted over time through the deeds they are used for in adventures, so the lad who took up his father's sword can keep using it instead of tossing it in a ditch when he finds a Flametongue, for instance.

That would be great, but a bit hard to work out mechanically. You'd end up having players trying to come up with all kinds of reasons why their mundane items should be magical all the time ("I was holding this shield when I survived a dragon's breath, that should make it magical!"/"I got this dagger from a bandit king and then used it to kill a goblin; does that make it do anything??"/"I really like these boots! Like, REALLY like them. That should make them boots of speed at least... how about if I say my character spends an hour running really fast on every morning that doesn't inconvenience me in the game? Huh? Huh? How about that??").


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Will

Quote from: James Gillen;772171The 3rd Edition version of Oriental Adventures gave Samurai the option to enchant their ancestral daisho with prayer and GP expenditure (later changed to XP), which makes sense in that they wouldn't trade in their ancestor's katana just because "well, this one is +2."

JG

It's been a while, and I don't have my 3e books any more, but I could swear even the regular DMG included a comment about crafting being handwaved to improve existing weapons rather than swapping or making entirely new items.
This forum is great in that the moderators aren\'t jack-booted fascists.

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Necrozius

This isn't so much of a 'WTF?' question, but I'll ask it anyway: does anyone know if the DMG will feature Gunpowder weapons?

I want to eventually run a campaign in pseudo-16th century Europe...

jadrax

Quote from: Necrozius;772251This isn't so much of a 'WTF?' question, but I'll ask it anyway: does anyone know if the DMG will feature Gunpowder weapons?

I want to eventually run a campaign in pseudo-16th century Europe...

I think someone official said it would but I don't have a source for that of the top of my head.

There's a running joke at ENWorld that *everything* possible will be in the DMG.

Armchair Gamer

Quote from: Necrozius;772251This isn't so much of a 'WTF?' question, but I'll ask it anyway: does anyone know if the DMG will feature Gunpowder weapons?

I want to eventually run a campaign in pseudo-16th century Europe...

  Gunpowder has a presence in two of the Big Settings--the Forgotten Realms and Ravenloft--so probably.

Omega

Quote from: Necrozius;772251This isn't so much of a 'WTF?' question, but I'll ask it anyway: does anyone know if the DMG will feature Gunpowder weapons?

I want to eventually run a campaign in pseudo-16th century Europe...

Take a heavy crossbow and rename it Musket. Make the light crossbow a Flintlock. End result is about the same. Reload time not sure on.

In Gamma World for example a musket did the same damage as a crossbow. But half the range.

Raven

Quote from: RPGPundit;772205That would be great, but a bit hard to work out mechanically. You'd end up having players trying to come up with all kinds of reasons why their mundane items should be magical all the time ("I was holding this shield when I survived a dragon's breath, that should make it magical!"/"I got this dagger from a bandit king and then used it to kill a goblin; does that make it do anything??"/"I really like these boots! Like, REALLY like them. That should make them boots of speed at least... how about if I say my character spends an hour running really fast on every morning that doesn't inconvenience me in the game? Huh? Huh? How about that??").


RPGPundit

Yeah that could be an issue. Maybe add a special "This is for flavor, not for assholes who want to game the system" rule.

My actual thought (and you can barely call it that) was a special set of tables (for DM use only) that would offer some colorful examples and guidelines a DM could use as a springboard for filling out the item abilities himself, not something one would leave to player input (although if your players aren't metacheesing toolsheds in the first place, it shouldn't be a problem).

Marleycat

Quote from: Raven;772475Yeah that could be an issue. Maybe add a special "This is for flavor, not for assholes who want to game the system" rule.

My actual thought (and you can barely call it that) was a special set of tables (for DM use only) that would offer some colorful examples and guidelines a DM could use as a springboard for filling out the item abilities himself, not something one would leave to player input (although if your players aren't metacheesing toolsheds in the first place, it shouldn't be a problem).

I hope they have an option for that because it's cool if you have decent players and believe me or not most actual players aren't dickheads, optimizers, or whatever.
Don\'t mess with cats we kill wizards in one blow.;)

Daztur

Quote from: Marleycat;770357A much better thing to do is to expand attunement much like FantasyCraft and tie it to both level and reputation. Reputation is affected by lifestyle and contacts etc. and hard cap it. At a certain point you cannot have more then a defined number of items case closed. So you can't just have a bunch of items you can easily swap out because even if you aren't attuned to a particular item it STILL counts against your hard cap for total magic items.

Now you have the rationale of why there aren't magic item Walmart's around and why the magic item economy is more like a private auction network or black market set up.

What I`m thinking is that all powerful magic items work like DnD intelligent swords and that carrying two of them means that they can cooperate to mindfuck you and every unintelligent magic item you`re carrying gives your intelligent item a +1 boost to its ego as your One Ring/Stormbringer analogue can draw power off of your lesser items so carrying around a sack full of magic items is mostly a good way to turn into Gollem.

Marleycat

Quote from: Daztur;772496What I`m thinking is that all powerful magic items work like DnD intelligent swords and that carrying two of them means that they can cooperate to mindfuck you and every unintelligent magic item you`re carrying gives your intelligent item a +1 boost to its ego as your One Ring/Stormbringer analogue can draw power off of your lesser items so carrying around a sack full of magic items is mostly a good way to turn into Gollem.

I could see that working especially in lower magic settings.
Don\'t mess with cats we kill wizards in one blow.;)