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Apr 17, 2011 09:04


This bit is from a forum discussion thread.

First, they were discussing a magic item: (Using rules to deliniate block quotes
for convenience)

Beiskaldi, Hammer of the Mad Regent

The name means "Complainer", which is apt for this potent magical weapon with a powerful drive to smash and kill.

When you wield Beiskaldi, roll +Wis

10+ No problem, do what you like

7-9 Choose two

You do not immediately attack the closest living thing

You do not smash something precious to bits

You don not go into a blood frenzy, fighting until death or exhaustion overtake you

Beiskaldi can be used one-handed by a fighter, paladin or ranger. It does 1d10+2. The +2 is pure rage.

The system is Apocalypse World, but played similar to D-and-D. The description
of the item was followed by the comment

"(This was abandoned as too dangerous after the Paladin picked it up and crushed his hireling's skull like an eggshell)"

There was a follow up comment later that I liked. It specifically quoted the
parenthetical line and replied:

I think that phrases pretty much encapsulates what I wish D&D was like, and why I stopped enjoying it somewhere in the 3rd edition area, and totally lost interest to the point I've never even tried 4th edition.

Magical as power-ups? Not so interesting. Magical items as tools with unusual powers and unusual consequences or costs? That's what I like. They should be weird tools that make you think twice about whether you wish to use them or not, as well as maybe how to use them or what for. I also like the "flesh scroll", for the same reason.

If I find the "magic hammer +3 of Thor", it's only interesting if allegiance to Thor is a major factor in the game: so it's something meaningful, not just the +3. I want to be wondering whether I should use the hammer or if I should hide it, and who will want to take it from me if they realize I have it. Maybe showing it in public is likely to launch a revolution, or it's the key to marrying the Princess, or it must be melted down in order to cure the dying dragon. Interesting choices, consequences. Screw magic items as pure power-ups.

Your mileage may vary, of course. This is just me.

Underline that phrase about "consequences or costs" and I'm there. Especially
when people agree and accept that consequences are consequences, not just
excuses for arguments e.g. trying to argue that the 10gp vase you found in
the last treasure horde is really "precious" and the nearest living thing is
a meaningless earthworm, etc.

As a side thought, someone might be able to develop the idea of consequences
of magic and wizards being lawyers. They are able to use magic because they
find and use loopholes. I don't think it could be fun in a game -- too many
arguments -- but it might be interesting in a book.

This is just a drop copy. The original is at Magic Items. Comments are disabled here.
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