The Forge Reference Project

 

Topic: Magic Items
Started by: tauman
Started on: 3/3/2003
Board: The Riddle of Steel


On 3/3/2003 at 3:58pm, tauman wrote:
Magic Items

Okay, now don't everyone get excited--I'm not talking about handing out so many that the characters all glow like Christmas trees...

Many of the fantasy novels that have inspired me include a protagonist with a magic item (usually a sword). Now I'm not into "equipping" a party for every eventuallity, but I have thought about how some magic items (especially weapons) might be handled in TROS. Powers and abilities are pretty wasy to come up with, it's more a matter of when should magic items be used, and what are the implications of using them.

First, all magic items are unique, so there would be no "Sword +1" stuff. The history of the blade should be well known by the Seneschal, and the blade should turn up where it does for a reason. Of course once a character obtains it, word will spread quickly--for good and bad. While merely possessing a magic sword will frighten away many potential foes, it will also draw much unwanted attention--much of it power powerful individuals with significant resources.

For example, suppose Tomaris were to come across the lengendary Fey-blade Aratarkis which was wielded of old by a Fey king who once ruled all of the lands in the area. Now, a few thousand years later, the fey are long gone, remembered only in legend. The good king Harald has just been deposed by his cousin Rufus the Red, who is attempting to consolidate his power. Now Rufus has heard about Tomaris and his discovery, and has decided that possessing Aratarkis might add an air of legitimacy his rule in the eyes of some of the rebellious nobles who continue to resist him. Tomaris might have a very short life. Of course, if Tomaris obtained the blade by robbing the barrow of a Fey King, any Fey in the area are likely to be very unhappy about this...

Something I've noticed in epic fantasy and even some old Sagas is how some magic items seem to have a destiny of their own. So perhaps the most interesting magic items would have their own Spiritual Abilities. Instead of adding bonuses to any activity, would only add bonuses to acitivities that serve a part of an item's greater destiny. So a sword with an SA relating to Right and Justice might only receive bonuses when dispatching right and justice. This could be taken a step further by saying that actions which are contrary to the purpose of a sword might even be hindered by the sword. So a brigand using the "Sword of Justice" to murder and pillage might actually find that the sword's bonuses are added to his foes' CP...

Lastly, certain item seem to gain a destiny based on how they are used. I don't really know how to model this in the game. But perhaps certain major actions might lend a purpose to an item. For example, if Lord Wulfstan, stalwart defender of justice and good, were to banish a greater demon, perhaps the blade he used would acquire a special purpose. Of course the blade would be revered by Wulfstan--and handed down from generation to generation--becoming almost a religious artifact...

Steve Reich

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On 3/3/2003 at 4:22pm, Valamir wrote:
RE: Magic Items

Steve the last part of your post I think hits on something that is down right brilliant, and I'm pretty sure has not been a topic here before. Magic Artifacts defined by their own SAs. The "power" of the artifact comes from these SAs with the flavor text of the artifact providing the scope and nature of their application.

Conceptually this could be applied to anything from Elric's sword to Aadon's broach of wisdom from Prydain.

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On 3/3/2003 at 4:30pm, Drew Stevens wrote:
RE: Magic Items

*blinkblink*

Oh. My. God.

Magical Items being defined by SAs of their own.

It's full of stars! :)

Course, there's also the 'other' qualities of such mystic items which are always on- Excalibur cutting through steel like water, and the sheath halting bloodloss from wounds, for example...

But, on the whole, that fits... so well...

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On 3/3/2003 at 4:32pm, Jake Norwood wrote:
RE: Magic Items

I'm with Valamir. Great idea, having magic weapons with SAs. No other bonus (other than fine craftsmanship or such) would even be needed for an impressive magical artifact.

You can also enchant items and imbed spells rather easily under the current sorcery rules, creating a large variety of magical items.

Jake

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On 3/3/2003 at 4:51pm, Ron Edwards wrote:
RE: Magic Items

Hi there,

Ralph's suggestion is wonderful, and owes a bow in the direction of the rules for magical stuff in Orkworld, which are all based on the metagame mechanic "Trouble" in that game. Check it out for great guidelines and examples for applying the concept, all of which 'port into Riddle of Steel SA terms with nary a peep.

Best,
Ron

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On 3/3/2003 at 5:00pm, Salamander wrote:
Magical Items.

This is one that I have never been able to resist discussing in RPGs. I think that you are on the right track as far as not having so many magic items about, especially the "Noun of Verbing" types. I have a few methods I use for magic items that seem to work well for me and the players in the group I am currently in.

The first question is how did it become magical? Was it made that way by some Fey artisan? Or was it just a really good blade that seemed to absorb some of the essence of the task at hand or some similar theory?

What does it do? If it was in the hands of a brave Knight Hospitaler who fought bravely in battle, yet cared for the ill in the meantime, does it seem extra sharp (+1dam) or eager to cut the foe (-1ATN)? What about it having some unusual power to accelerate healing in some fashion(+1Dice or -1TN)? How does one know it is magical? What is its worth as a relic? Who can use it? Who wants it? Who was its original creator? Weilder? How does one control/activate its magical powers?

I always have fun with magic articles in my games. In the upcomming TRoS Campaign I think that Magic Items will be few and far between, if they ever see them.

I could tell you about the mace of Sir Crunchum de Mangley some time if you want.

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On 3/3/2003 at 5:07pm, Salamander wrote:
SA's in Magic Items

Ooh... that's sweet! I am so gonna use that idea! Valamir, you are a genius!

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On 3/3/2003 at 5:27pm, Durgil wrote:
RE: Magic Items

Like the rest of you guys, I'm psyched about this new idea of Steve's (magical weapons with SA's is pure genius), but, like Sal, I need to know the weapon's history. Namely, how did an inanimate object, such as a sword, get SA's in the first place? Was there some kind of soul trapped into it? If so, how could there be a non-evil version of this type of weapon? I personally don't think of imprisoning someone's or something's soul as a good or righteous act.

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On 3/3/2003 at 5:33pm, Ron Edwards wrote:
RE: Magic Items

Hello,

Whoops, forgot to mention Earthdawn as well, which also utilized a "history of the item" method to define magical things' ability. If I'm remembering correctly, the character actually had to make history rolls or otherwise improve certain skills in order to utilize the weapon/thing fully.

Both Earthdawn and Orkworld are, I think, required reading for this issue and already cover tons of concerns both stated here and not yet stated (but soon to show up, I'm sure).

Tony, you're leapin' the tracks a bit with your "soul" concern. The Riddle of Steel does not state, one way or another, anything about souls, and Spiritual Attributes (as written) are strictly metagame concerns, not necessarily reflecting anything in-game at all. I know from previous threads that you have a little trouble with this concept or prefer not to employ it, but at least recognize that you're projecting your own "SAs must represent something in-game" concerns into the issue, and thereby causing yourself trouble that isn't necessarily there already.

Best,
Ron

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On 3/3/2003 at 5:42pm, tauman wrote:
Re: Magical Items.

Salamander wrote: This is one that I have never been able to resist discussing in RPGs. I think that you are on the right track as far as not having so many magic items about, especially the "Noun of Verbing" types. I have a few methods I use for magic items that seem to work well for me and the players in the group I am currently in.

The first question is how did it become magical? Was it made that way by some Fey artisan? Or was it just a really good blade that seemed to absorb some of the essence of the task at hand or some similar theory?

What does it do? If it was in the hands of a brave Knight Hospitaler who fought bravely in battle, yet cared for the ill in the meantime, does it seem extra sharp (+1dam) or eager to cut the foe (-1ATN)? What about it having some unusual power to accelerate healing in some fashion(+1Dice or -1TN)? How does one know it is magical? What is its worth as a relic? Who can use it? Who wants it? Who was its original creator? Weilder? How does one control/activate its magical powers?

I always have fun with magic articles in my games. In the upcomming TRoS Campaign I think that Magic Items will be few and far between, if they ever see them.

I could tell you about the mace of Sir Crunchum de Mangley some time if you want.



Hmm... thinking about what powers an item has and who can use them brings up some interesting possibilities.

If an item has powers related to SA's, there might be a restriction that those powers only work in the hands of someone with a similar SA. So the "Sword of Justice" I gave in my example might have a drive that equates to dispensing justice, and thus, its powers might only work in the hand of a character with the "same" drive. Some items will merely not work in the hands of a character with a contradictory SA, others might try to force his demise--or maybe forcing a contest of SAs whenever a conflict of purpose arises. Certain powers might be inherent based on the history of the weapon--for example the sword "Erechain, Dragonsbane", might have as a "power" "unbreakable while in battle with a dragon," not that the player would know that. OTOH, certain weaknesses might present themselves--the "Sword of Justice" might shatter when used to dispense false justice. Just hinting that these things could happen can change the way an item is used and handled.

Steve Reich

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On 3/3/2003 at 5:44pm, Valamir wrote:
Re: SA's in Magic Items

Salamander wrote: Ooh... that's sweet! I am so gonna use that idea! Valamir, you are a genius!


True, but in this case the idea was Steve Reich's. My genius was merely in recognizing and highlighting his genius.

Which of course means that in the real world I get all the credit and the money and he gets a brief mention in my memoirs, after having died in poverty cursing my name... ;-)

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On 3/3/2003 at 5:50pm, tauman wrote:
RE: Re: SA's in Magic Items

Valamir wrote:
Salamander wrote: Ooh... that's sweet! I am so gonna use that idea! Valamir, you are a genius!


True, but in this case the idea was Steve Reich's. My genius was merely in recognizing and highlighting his genius.

Which of course means that in the real world I get all the credit and the money and he gets a brief mention in my memoirs, after having died in poverty cursing my name... ;-)


The real genius was the creation of SAs--it was really only a matter of time before someone applied them to magic items...

Steve

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On 3/3/2003 at 6:04pm, Salamander wrote:
RE: Re: SA's in Magic Items

tauman wrote:
Valamir wrote:
Salamander wrote: Ooh... that's sweet! I am so gonna use that idea! Valamir, you are a genius!


True, but in this case the idea was Steve Reich's. My genius was merely in recognizing and highlighting his genius.

Which of course means that in the real world I get all the credit and the money and he gets a brief mention in my memoirs, after having died in poverty cursing my name... ;-)


The real genius was the creation of SAs--it was really only a matter of time before someone applied them to magic items...

Steve


Oops, sorry Steve... =| That'll learn me for not reading more carefully...

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On 3/3/2003 at 6:08pm, Durgil wrote:
RE: Magic Items

Ron Edwards wrote: Tony, you're leapin' the tracks a bit with your "soul" concern. The Riddle of Steel does not state, one way or another, anything about souls, and Spiritual Attributes (as written) are strictly metagame concerns, not necessarily reflecting anything in-game at all. I know from previous threads that you have a little trouble with this concept or prefer not to employ it, but at least recognize that you're projecting your own "SAs must represent something in-game" concerns into the issue, and thereby causing yourself trouble that isn't necessarily there already.

I guess I see your point with the "soul" stuff, but I was just trying to understand how an object could be given Spiritual Attributes in the first place. Wouldn't something with "Drive" or "Passion" have to be sentient and how else do you make an inanimate object sentient? If this isn't necessary, then does the only thing that has to happen is for the maker of the blade to make it for the express purpose of dispensing justice or killing Gols?

You're also right about SA's giving me problems. I have come a long way in accepting them from when I first pick-up TRoS, but admit feeling somewhat awkward with them still.

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On 3/3/2003 at 6:12pm, Salamander wrote:
History...

Durgil raises an interseting question, exactly how did the item gain its Powers and SA(s)? That is where the history of the weapon plays a big role. I was all prepared to go on this ramble about the Mace of Sir Crunchum de Mangley and how its past was what gave it its special powers as well as placing the story behind it for the PCs to discover when they research the weapon. Imagine the party finds this article and they begin to percieve it is a magic item. Who would turn up an adventure based on trying to find out what else it can do and its origins?

I don't think the weapon needs to have a soul imprisoned in it, but the essence of a pivotal moment or a moment when greatness is achieved could be absorbed into the article. Or in short, the actions of the owner help define the item.

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On 3/3/2003 at 6:29pm, Drew Stevens wrote:
RE: Magic Items

Mm.

Think of the SAs more as a Dramatically Appropriate Bonus, rather than something that is actually invoked.

In other words, it is Dramatically Appropriate for the Noble Paladin to fight evil. It is likewise Dramatically Appropriate for the Holy Sword of Valis to fight evil. A Drive: Fight Evil represents this Dramatic Appropriateness.

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On 3/3/2003 at 6:37pm, tauman wrote:
Re: History...

Salamander wrote: Durgil raises an interseting question, exactly how did the item gain its Powers and SA(s)? That is where the history of the weapon plays a big role. I was all prepared to go on this ramble about the Mace of Sir Crunchum de Mangley and how its past was what gave it its special powers as well as placing the story behind it for the PCs to discover when they research the weapon. Imagine the party finds this article and they begin to percieve it is a magic item. Who would turn up an adventure based on trying to find out what else it can do and its origins?

I don't think the weapon needs to have a soul imprisoned in it, but the essence of a pivotal moment or a moment when greatness is achieved could be absorbed into the article. Or in short, the actions of the owner help define the item.


I think that some of the Swords in the Lord of the Rings illustrate this. Clearly, the sword that Aragorn had reforged must have SAs. So does the One Ring. In fact, the One Ring was so powerful that you could almost say that over time, it could change the SAs of its owner (which would explain why Gandalf, Elrond and Galadriel were so afraid of possessing it). Come to think of it, many cursed items would do this (change the SAs of its owner), perhaps explaining why some magic items could bring ruin and doom upon their owners. If a moment of greatness could define an item, what would a moment of ultimate evil and vileness do?

Steve

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On 3/3/2003 at 6:47pm, Mike Holmes wrote:
RE: Magic Items

Right, that pivotal moment is key. Whatever that pivotal moment was makes the object what it is. Further, you don't have to agree with the SAs of an object per se. But you'll not get the advantages if you don't. It's already in the game. Here's an example:

There is an axe called Treebreaker that was created when it was used by a legendarily large Hef warrior to fell a mighty Fey tree in a deep wood. Since that day the blade has been embued with a strength borne of stealing the life of the great tree, and it seeks ever more to do more damage to the Fey, to drink their essences. So, mechanically it's got this SA Drive: Kill Fey. Basically a character with the object just gets the SA while he's holding it. So, as long as he's killing Fey, hey, he get's bonus dice to do so.

Then you can get more twisted with it. A magic charm has a Passion: one who wears it. So as long as the SA is used to protect the character wearing it, the charm gives it's dice. But the charm also has a Drive: Kill the person who killed it's original owner. Now when you put on the Charm, you get the SA. Will you use it to kill the person? Or ignore the extra dice.

And, yes, you can even do "ego" items if you want. Basically, these things are more aware of their environment, and act as entities in that they'll ownly bestow their SAs on people who do their will. Basically this becomes a bit like a Demon in Ron's Sorcerer RPG in that the character has a relationship (potentially dysfunctional), that the character has to maintain in order to get the advantages of having the item.

Also, Ron's quite right in mentioning Earthdawn. I'd impose the most basic Earthdawn rule which is that the character doesn't get an item's power until he knows and believes it's story. Which can be learned in parts if it's a powerful thing. Thus you might learn of how the magic sword was used to slay a tribe of Gol (and hence get it's Slay Gol Drive SA), but then later you also learn that it was further enchanted in a dark rite by some weird shaman in Odeon and now also has an urge to murder innocent people. OK, now you have a bunch of dice to commit bloody murder. Do you use them? What happens when others learn of this part of the legend.

What's cool about the legend thing is that, from one perspective there's something magical in-game that ocurs upon hearing the legend. From another persepctive, however, it's just the character being inspired by the fabulous artifact, and the aura that the legend gives it for him. So basically the character has the SA, and the object is not really magic, but just inspiring the character through his belief. And, lastly, is Ron's metagame attitude which says that it's just something cool for the player to play with.

All works very well together, I think.

Mike

P.S. As an aside, the One Ring was created in part by Sauron's deciet. He'd been living with the Elves under a fair guise, and got an Elf named Celebrimbor to make the ninteen rings with his assistance. It was this deception that allowed him to link all the rings to the one he forged in Mount Doom. So, symbolically, it's Sauron's centuries of deception that are the event that causes the ring to be created. But that wouldn't have been powerful enough, alone. So Sauron poured most of himself into that ring as well, hence why he could only be destroyed by the destruction of the One Ring. So the ring has all of his SAs. Yikes.

I'd play it as simply a temptation to use SAs like Drive: Conquer 10, and worse, Drive: "Do anything as long as one convinces oneself that it's OK to do it." 15 (this was Sauron's first failing; he was a good guy who turned to the dark lord Morgoth for power). Eventually most people, especially elves like Elrond who's closely related to Celebrimbor, would be decieved by the power and become corrupt. It's gotta be worse than crack; pick it up and never put it down again. And worse, who's gonna stop ya?

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On 3/3/2003 at 7:44pm, Brian Leybourne wrote:
RE: Magic Items

Mike Holmes wrote: It's gotta be worse than crack; pick it up and never put it down again.


Heh, unless you're so ambitionless that it can't take hold of ya, thus Sam and Bilbo being the only people to ever hold the ring and voluntarily give it up.

I'm liking this thread, by the way. Some excellent ideas are coming forth. Just a few things I would liike to put forward for discussion:

1) Can characters "spend" dice in an item-granted SA? Can the item itself spend dice? Can items earn extra dice? Or are items fixed to a specific number of dice in their SA(s) always and can never spend down or earn up? Maybe they slowly earn up over time (so you have the mildly evil sword of Passion: Fey Slaying 1 that over time becomes the terribly powerful sword of Passion: Fey slaying 5). I tend to swing to the last idea there, but am keen for discussion.

2) Do we envision any kind of compulsion by evil items here? I.E does the sword of Drive: slay innocents 5 try to make characters slay innocents at all, or is it just there, tempting characters (well, lets face it, tempting PLAYERS) with those extra 5 dice? I favor option 2, but then of course it makes the nastiness of certain objects too easy to avoid. 5 bonus dice to kill innocents are pretty useless to me unless I want to kill innocents (and I probably don't need 5 extra dice anyway, if I'm a good fighter).

So, maybe there's a kind of carrot-and-stick thing going on. Link it back to point 1 above - the player learns that as he kills innocents (using the extra dice the sword gives him) he starts to earn his own "kill innocents" SA, the points from which he CAN spend for experience. Or you make it that he can spend the swords SA dice down, and the sword earns them back as he uses them, but only up to the maximum the sword can handle (so the "fey slaying: 1" sword can only give you one experience point at a time, and only after you have used it to slay a fey (then you have to slay another one so its SA can refresh to 1) but the "fey slaying: 5" sword is much more powerful, letting you spend up to 5 points at a time, which you then earn back up for it by killing more fey with it. And of course the 1 can eventually become the 5 because if you kill LOTS of fey, it'll slowly grow to a maximum of 2, then a maximum of 3, and so on.

Thoughts?

Brian.

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On 3/3/2003 at 8:03pm, Mike Holmes wrote:
RE: Magic Items

Brian Leybourne wrote: Thoughts?

Um...you're evil? ;-)

Mike

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On 3/3/2003 at 8:30pm, Spartan wrote:
RE: Magic Items

Brian Leybourne wrote: 1) Can characters "spend" dice in an item-granted SA?


1) No, unless the character is somehow corrupted by the item. Then he could rewrite one of his SA's to match that of the item as a result of spending the item's SAs. From that point forward, the character has his own SA to use in tandem with the item, but can only spend the new "implanted" SA.

2) Do we envision any kind of compulsion by evil items here? I.E does the sword of Drive: slay innocents 5 try to make characters slay innocents at all


Oh yeah. Think about it... suppose one has the item with the Slay Innocents Drive has his own Conscience SA. Whichever SA is the highest would become dominant... leading to a battle of wills (a contest of WP, in game terms) A character has to be careful about spending his conscience SA now, because it gives the item a chance to enforce its will on him during his "moment of weakness".

I like the idea of items gaining points in their SAs... for some items, they would be limited to a mere 2 or 3 dice, and the most powerful of artifacts could gain maybe up to 10 dice or more, resulting in a truly legendary item, coveted by all. Add to that an item (like Brian mentioned) that could spend SAs to say, improve it's damage and the like, and you've got something that kingdoms would go to war for.

Just some thoughts,

-Mark

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On 3/3/2003 at 8:45pm, Mike Holmes wrote:
RE: Magic Items

While I can see the idea of Will contests working, that seems to me to be against the idea of SAs leaving control in the hands of the player. I'd like to create a situation where I could get the player to decide to have the character do the evil thing. Make it his nasty choice.

That's why I like Brian's ideas. They tempt the player. Bwahhahah!.

With the other way, all the player has to do is not use the item and he's safe. Hmmm.

Mike

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On 3/3/2003 at 8:52pm, Drew Stevens wrote:
RE: Magic Items

Also, consider your choice in SAs closely.

Not 'Kill Innocents: 3' but 'Avenge Honor: 3'. Someone insults me? They die.

Not 'Cause War: 4' but 'Bring Peace: 4'. The ultimate goal of war is peace, and until peace is achieved, then war will continue.

Not even 'Kill Fey (or Sorcerers): 5' but 'Defend Humans: 5'. They are a rival people, after all... and Sorcerers are the servants of the Betrayer...

Make SAs that will tempt players with good intentions, but that, by their nature, must almost inevitibly corrupt and twist the original purpose. Then laugh. Hard. And manically. :)

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On 3/3/2003 at 8:56pm, TAROT wrote:
RE: Magic Items

Mike Holmes wrote: Then you can get more twisted with it. A magic charm has a Passion: one who wears it. So as long as the SA is used to protect the character wearing it, the charm gives it's dice. But the charm also has a Drive: Kill the person who killed it's original owner. Now when you put on the Charm, you get the SA. Will you use it to kill the person? Or ignore the extra dice.


I think that what I would do would be to link the two SA, such that they are numerically equivalent. If the character were to avoid an opportunity to seek vengeance (or kill innocents, whatever) then that Drive: Vengeance would be reduced, simultaneously reducing the beneficial Passion: Bearer of Item.

Chris

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On 3/4/2003 at 2:15am, Bob McNamee wrote:
RE: Magic Items

you could link a larger SA(Destiny) to a smaller SA(Drive), requiring the player to 'satisfy' the Drive in order to gain access to the Larger Destiny SA.

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On 3/4/2003 at 2:17am, Ashren Va'Hale wrote:
RE: Magic Items

what I did was treat corrupted characters who wielded bloodthirsty cursed items as if they had rage major and bloodlust major which was fun,.
in the sa carrot stick thing you could have the number of bonus dice go down if they aren't used and if they hit zero then the pc loses his own SA points and so on until the item is either used or ditched,. To make it really tempting to use I treat thm like uber masterwork and change 3 stats not 2.

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On 3/4/2003 at 2:30am, Salamander wrote:
RE: Magic Items

Ashren Va'Hale wrote: what I did was treat corrupted characters who wielded bloodthirsty cursed items as if they had rage major and bloodlust major which was fun,.
in the sa carrot stick thing you could have the number of bonus dice go down if they aren't used and if they hit zero then the pc loses his own SA points and so on until the item is either used or ditched,. To make it really tempting to use I treat thm like uber masterwork and change 3 stats not 2.


Wouldn't work with my guys, they would look at it and say, "nah... this is too perfect" and drag it to a church or find a sucker... which would just cause them problems from a different angle!!! I would just change two stats and have the SAs kick in when the time was right... kinda like a certain ring which lay dormant for a few thousand years...

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On 3/4/2003 at 3:10am, Paka wrote:
RE: Magic Items

Or the Seneschal could keep the item's SA's a secret, only informing the players when extra dice are available to them, "You feel the sword at your hip, eager," -or- "The sword begins to sing as it clashes with your enemy's blade and you can tell that the mysterious and ancient weapon you took out of the tomb is aiding you with unnatural forces."

Love the magic item idea, think it is fabulous.

Could a player begin game with a sword, maybe a Major would be a blade with a 5 in an SA and a Minor would be 2 and the players could mayhaps feed XP into it?

Nice stuff.

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On 3/4/2003 at 3:37am, Brian Leybourne wrote:
RE: Magic Items

Mike Holmes wrote:
Brian Leybourne wrote: Thoughts?

Um...you're evil? ;-)

Mike


Why, thank you :-)

I've always been of the opinion that to get players to hang themselves, all you have to do is hint that there may be a rope somewhere nearby. :-)

Seriously though, it's always far more interesting giving PC's the means by which they can get power (but clearly corruptive power) and seeing those who gradually slide down into the darkness, those who leap down screaming for more, and those who manage to resist, than it is to just corrupt them via GM's fiat and say "your alignment has just changed" or force changes in their SA's, or whatever.

Far more fun, and it makes for really interesting stories. In fact, this is pretty similar to the choice behind TROS sorcery, and is actually very much what Ron Edward's excellent Sorcerer is all about.

Brian.

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On 3/4/2003 at 8:15pm, Bob Richter wrote:
I have a magic sword in my game.

It's a Sorceror who Imprisoned his immortal soul inside of a magically crafted blade.

It's a magically crafted blade, so it has a better ATN and DTN than the best sword-smiths could give it (not that much better, just -1 to all of its TNs, not just one or two.)

But it's also this GUY with SAs and motivations and freaky magical powers.

It's an NPC all by itself. :)

But I really like this idea of magic items that grant SAs. Very cool.

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On 3/4/2003 at 10:30pm, contracycle wrote:
RE: Magic Items

Another thought. Firstly IMO the weapons points should be recorded distinctly, otherwise mechanically the player could discard it and replace it with something else. Secondly, how about the player can spend the SA's, and get XP, but only for buying the same SA for themselves. They can use both simulataneously so over time the net effect increases. When the weapon is detached from its owner, however, it leaves with a level as high as the combined total for the next bearer to contend with.

So you elf-killing axe starts at 1, say, and is weilded by a user who gets 2 points of elf-slaying themselves, and the next weilder gets the the axe at elf-slaying 3.

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On 4/1/2003 at 12:14pm, Durgil wrote:
RE: Magic Items

I know that this is an old thread, but I had an idea yesterday concerning weapons with their own SA's and am wondering what the rest of you think about it. If there is a sword with some SA, like Destiny, to kill Gols with a 3, then every time the character used that weapon to attack Gols, then he would receive 3 more dice to any attack roll, but he would drop the 3 lowest rolls. For example, he attacks with 8 dice; the sword increases the pool to 11 and he keeps the 8 highest rolls. I think this way would do more damage to a Gol, but the maximun amount of damage that is possible doesn't change.

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On 4/1/2003 at 8:59pm, Brian Leybourne wrote:
RE: Magic Items

Durgil wrote: I know that this is an old thread, but I had an idea yesterday concerning weapons with their own SA's and am wondering what the rest of you think about it. If there is a sword with some SA, like Destiny, to kill Gols with a 3, then every time the character used that weapon to attack Gols, then he would receive 3 more dice to any attack roll, but he would drop the 3 lowest rolls. For example, he attacks with 8 dice; the sword increases the pool to 11 and he keeps the 8 highest rolls. I think this way would do more damage to a Gol, but the maximun amount of damage that is possible doesn't change.


The only potential concern with that is that you're introducing a new resolution system into the game which is something else the players have to remember (in fact, you're 7th Sea-ing it, in your example 11k8).

I think TROS has enough resolution systems as it is... is there a reason you want to tone the SA power of the sword down? If +3 dice seems too good, just limit it to +1 or +2. I guess what I'm saying is I don't understand why you want to limit it in this manner. Is there a reason, or do you just think that the Items-with-SA's makes them too powerful?

Brian.

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On 4/1/2003 at 11:01pm, Durgil wrote:
RE: Magic Items

Brian Leybourne wrote: ... is there a reason you want to tone the SA power of the sword down? If +3 dice seems too good, just limit it to +1 or +2. I guess what I'm saying is I don't understand why you want to limit it in this manner. Is there a reason, or do you just think that the Items-with-SA's makes them too powerful?

Brian.

Just the reason I stated in my above post:
Durgil wrote: I think this way would do more damage to a Gol, but the maximun amount of damage that is possible doesn't change.

I would hope that these types of weapons wouldn't be common enough to cause too much concern, at least they wouldn't be IMC.

And, I don't know squat about 7th Sea, but taking the best (or worst) numbers of so many dice is a fairly common convention used to raise (or lower) the probabilities a bit without widening the given range. It was just an idea.

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On 4/1/2003 at 11:10pm, Brian Leybourne wrote:
RE: Magic Items

Durgil wrote: taking the best (or worst) numbers of so many dice is a fairly common convention used to raise (or lower) the probabilities a bit without widening the given range. It was just an idea.


Sure, I wasn't saying it was a bad idea either, just asking probing questions :-)

Essentially, whatever works for you in your game is right for your game. IMG I don't think I would do this, as it's yet another system the players have to remember ("Now, on this roll I have 7 dice, and I get 3 extra dice for the sword and 4 extra from my SA but I only keep the best 11, but on my dodge roll last exchange I got to keep all my dice, right?"). I don't see how the possible extra damage is a bad thing compared to possible player confusion, especially since as Seneschal I am aware the sword does that and can compensate if I like.

But as I say, YMM(and obviously does)V.

Brian.

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On 4/1/2003 at 11:58pm, Jason Kottler wrote:
Acquisition of SAs

I'd like to speak to the earlier topic of how SAs are acquired by objects. Is it possible in TRoS for long periods rather than pivotal moments to imbue an artifact with SAs?

Let's say you have a ruling family in power for a thousand years. For the entire span of that thousand years, their headsman uses a cermonial longaxe to deliver justice to those convicted of treason. When that longaxe falls into the hands of PCs, could it have a Drive: Dispense Justice or Drive: Kill Enemies of Family X?

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On 4/2/2003 at 12:07am, Brian Leybourne wrote:
RE: Magic Items

Sounds like a fantastic idea, Jason.

Brian.

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On 4/2/2003 at 12:13am, Daredevil wrote:
RE: Magic Items

Hmm. Thinking about how these artifacts acquire their powers and about their histories brought to my mind the idea that noteworthy artifacts might during their time gain the SAs of their owner(s).

Also, perhaps it works the other way 'round as well, with characters slowly gaining the SAs of the artifact's previous ruler.

So, when the nigh legendary greatsword wielded by Fario the Fair in killing infidels during the Ten Years of Red Sands is found by in the ancient ruins by the new regency's chief archeologist, it's new owner will slowly find himself feeling the righteous fury of Fario because for all those long years the sword had felt the passion of that dark paladin and had slowly become imbued with it. Now, the old hatred simmers in that cold steel and finds willing flesh, turning its new owner's thoughts on hatred for those who so long ago had come to these lands as invaders .. those who now rule it as lords.

Anyway, I think it makes for great and personal story fodder -- well, just like the SAs in general.

- Joachim Buchert -

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On 4/2/2003 at 12:32am, Durgil wrote:
RE: Magic Items

Sounds like the Ruling Ring of TLotR, Joachim.

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On 4/2/2003 at 5:36am, Ashren Va'Hale wrote:
RE: Magic Items

heres some thoughts for you, I like the idea of a sword or item being imbued with magic in the form of SA's, but the question is how does a chracter find or aquire such a weapon, well, after careful thought I figured the talisman rules would work great.

The major magic weapon/item (talisman) gift would give you a SA with a value of 2 and minor would give it a value of 1... or alternately if you wish to risk the power being unleashed the major gift can have a total of 2 sa's (drive + destiny) while the minor would only have 1 sa (drive only).

The PC or the senechal would have to describe the origin of the item with the GM defining the SA's most likely. this would be a really fun gift to give players and the sa's dont need to be combat related, like a sword of truth that adds dice to finding out secrets and lies.... that kind of thing... I think I will make this a house rule.

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