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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Are there rules or limitations when creating magical items as a Storyteller?  (Read 1582 times)

Offline Burgundy Shirley

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Hi.

I have just been playing my first campaign as a Storyteller, and I thought about creating times with higher qualities than the standard items. Such as a more powerful sword.

I haven't been playing that many different PnP RPGs, but with the ones I do have, it always feel like there is a small amount of standard items that doesn't do all that much difference. I think more powerful equipment is something essential, but I also think they should be expensive or rare.
I think it is rather boring and limiting when there only is one sword. Strength +2 dmg if I want something more powerful.

one of my friends whom I regularly play with, says that I keep thinking of PnP RPGs as if they are video games. And he is right, but I don't think its an all bad thing.
Of course there should be a healthy balance.

Anyways. I was thinking of bringing in custom made items with special properties and sometimes curses but I do not now how the magic works in WoD.

Would it be okay for me to include a "boss drop" item that is a folding scythe with strength +5 dmg, but with a condition that the difficulty level is 8 until an amount of say 10 perfect scores has been made in battle, to simulate a "practice period"? or would it be too OP? the players are around 12th generation.

Or if i create a cursed long coat that have +3 or 4 in protection but the player must make a will roll to resist being compelled to use it once it has been worn if he wants to get rid of it. And it has to be fed human souls to regenerate if it gets damaged in battle, which will lead to will rolls to keep humanity points.

My rpg mates usually don't take risks and stuff, so it would be funny to see what they will do if they get a taste of power with a drawback.


Offline Apoptose

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Greetings.

There are no rules that I am aware of. Also, you are the ST so no need to adhere to any rules all too much. I very much like the curse aspect of your "custom items" and I think this fits the setting very well. Speaking of setting: just be careful you're not hurting the mood, the ambiance and theme of your game. This is not DnD afterall and owod is supposed to be a story driven game.

But since you seem to take the "video game" approach, as you mentioned, there isn't much I can add. Owod can pe played as an dungeon crawler, war game or strategie game etc. and there really are no rules for any of that. Just take anything you deem usefull and toss any hinderence out the window. Make it your "own thing"

Just don't feed them too much equipment, if you plan to make a longer campain. The d10 system isn't very reliable if you have 10+ dice. I read that you are far more likely to critical fail when such high numbers are involved.

Offline Radical21

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You need to check with your players, I think its kind of lame personally but I'm not one of your players, they are the ones who need to decide if this change is acceptable.

I think if you introduce an artifact it would be nice to avoid stat boosts and instead going for something more Story-like:
For example a Sword that reanimates the person it kills as a possessed demonic vessel or a Sword that is attracted to its matching shield, wielded by an ancient vampire and so on.
« Last Edit: December 22, 2016, 03:13:25 PM by Radical21 »

Offline Burgundy Shirley

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Just be careful you're not hurting the mood, the ambiance and theme of your game. This is not DnD afterall and owod is supposed to be a story driven game.

But since you seem to take the "video game" approach, as you mentioned, there isn't much I can add. Owod can pe played as an dungeon crawler, war game or strategie game etc. and there really are no rules for any of that. Just take anything you deem usefull and toss any hinderence out the window. Make it your "own thing"

Just don't feed them too much equipment, if you plan to make a longer campain. The d10 system isn't very reliable if you have 10+ dice. I read that you are far more likely to critical fail when such high numbers are involved.

I'm glad you liked my idea of cursed items. I put a lot of effort in creating atmosphere and mystery to my campaigns and I prefer to play a game that is based on those principles, so I thought cursed items would fit right in, but I also think there need to be more ways of improving your character when you are too many experience points away from your next skill level, so to speak.

I think the d10 system is a bit flawed, but It depends on the difficulty level of your action. if you are going for a simple melee attack with 14 dice, then the odds are in your favor.
One of our friends tried something fancy and ridiculous with Vicissitude where the difficulty level was 9 and he had to roll two dice, and one was a 9, so instant success. he actually managed several successful rolls with only 2 or 3 dice, with a difficulty level of 9.

You need to check with your players, I think its kind of lame personally but I'm not one of your players, they are the ones who need to decide if this change is acceptable.

I think if you introduce an artifact it would be nice to avoid stat boosts and instead going for something more Story-like:
For example a Sword that reanimates the person it kills as a possessed demonic vessel or a Sword that is attracted to its matching shield, wielded by an ancient vampire and so on.

Thanks, I also intend to create "story-items" but I also really enjoy items that improves your stats. Maybe I've played too much Diablo.
I never intended to make items with several different power increasing properties, such as a typical Diablo-item.

Do you think it's lame because it would hurt the atmosphere of the game itself or because its a PnP game and not a video game?


Thank you both for helping me =) Much appreciated. I will post an update with feedback from the players later.

 

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