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Transfer quality

Started by yrtalien, November 17, 2009, 09:37:24 PM

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Sargon

I tend to like second seriesque high powered games by and large, so my opinions are colored by that, but I think the sword wouldn't have transferral normally ( although I think that danger sense without ti normally requires buying intelligence etc as I recall and transferral may well be CHEAPER).
    As for the amulet? I don't see it as an issue.   There are spells that can bypass it, equivalent weapons, shadow weapontry ( like the aforermentioned tank shell), and just being clever ( quicksand was a good example.).   It's not an especially cheap item to buy, so let him have it, and let it do what it's suppsoed to.  Maybe the first time an enemy tries to kill him they fail because of it.  Assuming the enemy escapes, you can bet that they'll find a way to bypass it the NEXT time.  
It's a good item and he paid enough for it that he deserves to get the item. if you really find it inappropriate to the game say so, and he can buy soemthing else. Whatever you do, Don't whig out and screw him over for choosing it. He either has a strong defensive item that's useful in a lot of circumstances or he doesn't. it's okay to ban it, but it's really bad Dming ( IMO) to pretend eh can have it just so that you can make it useless in actual play ( it's fien to tell him you'll only permit a limited version in advance, of course.  Only you know what is appropriate to a campaign)
"Uncle Sargon, how can I traverse shadow the "royal way?"
"It's easy, instead of riding your usual mount you ride Flora.  Just remember that others have been there first, lots of others...."

RPGPundit

Quote from: yrtalien;343975One of my players is talking about making two artifacts for his character.

The first is a sword that has a Psychic Quality: Sensitivity to Danger.

The second is a pendant that protects him from harm Invulnerable to all Conventional Weapons

I made my player pay for a transfer of quality for each of the artifacts but now I'm wondering if he needed to for the sword...  My reasoning is that unless he gives it the ability to move or speak it has no way of alerting him to the danger it senses (Is uppose it could change color or glow warm or something like that.... )  Am I potentially stealing 5 points from my player?

Thanks

I agree with your assessment. The Sword might work without either intelligence or transferral, but only, say, if it was something you were actually HOLDING in your hand at the time.
Also, the way I see it, an item with Danger Sense but not intelligence is something like a motion detector; it will go off at ANYTHING that falls under the parameters it is "programmed" to alert for. It has no discretion.  So if you make it have parameters that are very broad, it will be going off all the time. If you narrow the parameters, there will be danger it might fail to alert to.
Giving it intelligence allows it to be more discriminating, though then that means you have an intelligent NPC creature, NOT under the player's control, that may end up interpreting things differently than the PC would. It will warn of what IT thinks is danger.
So transferral, in a way, is the safest of bets; it means the PC will get the spidey sense himself, and can use his own discriminatory faculties to decide to do something about it or not.

Remember Erick's advice, its usually better in Amber to hoist players by their own petard.

And yes, the amulet obviously needs transferral. As it stands, its just the amulet itself that's invulnerable. If the PC wants to have a portable force-field and not have to be covered head-to-toe in plate mail, he'd best spring for the transferral on the amulet.

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