baron arem heshvaun |
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Thanks for this instalment of Design Tuesday Yakov Smirnoff Bulmahn.
Don't forget:
In Grand Lodge, you can always find a party;
In Soviet Pathfinder, Communist Party always finds you.
In Numeria, you listen to radio,
In Soviet Pathfinder, Party radio listens to you.
“In Soviet Union we only had two TV channels. Channel One was alway Party propaganda. Channel Two is only a KGB officer telling you: Turn back at once to Channel One.”
In Andoran, your job determines your marks.
In Soviet Pathfinder, Marx determines your job.
In Korvosa and Galt, you assassinate leaders.
In Soviet Pathfinder, Party leaders assassinate you.
In Absalom, you throw party;
In Soviet Pathfinder, like Whispering Tyrant, Party throws you.
I like 2011 gamer girls! They do things sexually 1970's gamer girls never dream of doing - like showering.
And classic Yakov:
"The first time I went to a restaurant, they asked me 'How many in your party?' and I said "Six hundred million."
That is all.
Snorter |
Nice to see the 'Secretive' drawback in there, after last week's discussion, though I think the written description should be the default position (ie +/-0 Ego), until the user has owned the item long enough to prove themselves. Then the truly 'Secretive' items could hide their normal enhancements?
"Uh-oh. Here comes that wizard again. Don't like the look of him, or this study. Too many skulls and diabolical whatnots; bet he works for a right bastard. Here he comes with his pearly owl-paste...dear oh dear. Don't want to get identified, or I'll be stuck here...What? No, mate, I'm not magical. Really. I'm just a boring masterwork blade. This is all a Magic Aura. Looks like you got sold a lemon. Better take me down the pawnshop, pronto!"
Matrixryu |
Great info here. I especially love the drawback list. Hah, imagine how difficult it could be to deal with a Hiding, Secretive, AND Uncaring intelligent item.
Better hope that that chainmail of Hiding that you found likes you. If it doesn't, you'd better be wearing full clothes under it or it might try to embarrass you at bad times...
Blueluck |
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"Recharging: The item regains one charge each day that it does not use a power that consumes a charge. If the item is a wand, it is not destroyed when it is reduced to 0 charges. The item cannot have more charges than its maximum (50 for a wand, 10 for a staff). Item Type: Staff, Wand, or other charged item. Price Modifier: 18,000 gp. Ego Modifier: +2."
I like this ability, and I expect it will be quite popular. I have two questions about it.
Wand - The Pathfinder Core book states that only permanent magic items are ever intelligent, and specifically mentions wands as temporary magic items that don't qualify to be made intelligent. Are you issuing a change to that rule?
"Only permanent magic items (as opposed to single-use items or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.) In general, less than 1% of magic items have intelligence."
Staff - "The item regains one charge each day that it does not use a power that consumes a charge." Is this in addition to potentially being recharged by its owner?
Dorje Sylas |
Makes you wonder what it'd be like to be an intelligent item that has yet to be discovered.
"Come on someone find me, I have been staring at the lid to this chest for 100 years. Enough already!"
Unless it spent it's time counting seconds I'd imagine it would lose track of time. Without any biological rhythms to mark time, being stuck in an abandoned treasure hord would become a blur.
A related question, would such an item go insane? Personally I think not if it was stuck in a fairly static environment. If it worked like a human mind it would basically shut down cognitively. Depending on its nature and Ego i could see it taking some time to even realize it had been "retrieved".
Purple Dragon Knight |
"[...] If the item is a wand, it is not destroyed when it is reduced to 0 charges. [...]"
Wand - The Pathfinder Core book states that only permanent magic items are ever intelligent, and specifically mentions wands as temporary magic items that don't qualify to be made intelligent. Are you issuing a change to that rule?
** spoiler omitted **Staff - "The item regains one charge each day that it does not use a power that consumes a charge." Is this in addition to potentially being recharged by its owner?
Yes, I think this article updates the Core rules in saying that you can make a wand intelligent, BUT such a wand MUST have the Recharging ability (otherwise it is not a permanent item)
And yes, I believe a staff would get one charge per day of non-use, *in addition* to any other charge given by a spellcaster...
Jason Bulmahn Director of Games |
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Wand - The Pathfinder Core book states that only permanent magic items are ever intelligent, and specifically mentions wands as temporary magic items that don't qualify to be made intelligent. Are you issuing a change to that rule?
** spoiler omitted **Staff - "The item regains one charge each day that it does not use a power that consumes a charge." Is this in addition to potentially being recharged by its owner?
This does indeed change the rules. It allows wands if they have this ability.
As for staves, yes, this is in addition to the caster's recharging ability.
Jason Bulmahn
Lead Designer
Paizo Publishing
Jason Bulmahn Director of Games |
Good article but not really relevant to my game or of great interest to me. We don't really use intelligent items much. I like the series though so hopefully the topics will skew towards my interest soon. Thanks.
That is, indeed, half the point of this particular series of articles. I wanted to start off by looking at a part of the rules that many groups just ignore and do not use. Future topics I am sure will wander into more "mainstream" rules.
Jason Bulmahn
Lead Designer
Paizo Publishing
King of Vrock |
cibet44 wrote:Good article but not really relevant to my game or of great interest to me. We don't really use intelligent items much. I like the series though so hopefully the topics will skew towards my interest soon. Thanks.That is, indeed, half the point of this particular series of articles. I wanted to start off by looking at a part of the rules that many groups just ignore and do not use. Future topics I am sure will wander into more "mainstream" rules.
Jason Bulmahn
Lead Designer
Paizo Publishing
Cibet44 might not be using any intelligent items, but I am just about to reveal one in my campaign this very week! What happens when a group of dungeon delvers finds the branding iron of the Runelord of Lust's chief torturer? Well when said branding iron IS actually the chief torturer things can get mighty interesting!
--Vrock Garden
Krome |
Jason Bulmahn wrote:cibet44 wrote:Good article but not really relevant to my game or of great interest to me. We don't really use intelligent items much. I like the series though so hopefully the topics will skew towards my interest soon. Thanks.That is, indeed, half the point of this particular series of articles. I wanted to start off by looking at a part of the rules that many groups just ignore and do not use. Future topics I am sure will wander into more "mainstream" rules.
Jason Bulmahn
Lead Designer
Paizo PublishingCibet44 might not be using any intelligent items, but I am just about to reveal one in my campaign this very week! What happens when a group of dungeon delvers finds the branding iron of the Runelord of Lust's chief torturer? Well when said branding iron IS actually the chief torturer things can get mighty interesting!
** spoiler omitted **
--Vrock Garden
a branding iron with
used spoiler in case any of your players might be lurking... shame on you if you are!
Snorter |
That is, indeed, half the point of this particular series of articles. I wanted to start off by looking at a part of the rules that many groups just ignore and do not use. Future topics I am sure will wander into more "mainstream" rules.
Jason Bulmahn
Lead Designer
Paizo Publishing
Is there less use of such material these days, due to modern players kicking up a stink about it?
I read Howard from pre-teens, and Moorcock in my teens; the idea that magic is something inherently 'wrong' that you mess with at your own risk; that crafters do not have total control over the results of their meddling; that the resulting items have sentience and an agenda of their own, is inherently reasonable to me.
Unfortunately, there's a players' lobby out there, who denounce any attempt by a GM to deviate from a God-given, predetermined 100% PC success rate, or their carefully planned, 20-levels-ahead always-available shopping list from the ever-present Magic Mart.
A GM inserting a mouthy or recalcitrant item, could be accused of railroading the game, or at least using a DMPC as a back-seat driver.
In the hands of a dictatorial GM, it could be a problem, but I think most GMs are above that.
They want to give the players some variety and RP opportunities, but just don't want the hassle of having to argue with their players mid-session; alignment debates aren't usually much fun when you're supposed to be gaming.
brock |
cibet44 wrote:Good article but not really relevant to my game or of great interest to me. We don't really use intelligent items much. I like the series though so hopefully the topics will skew towards my interest soon. Thanks.That is, indeed, half the point of this particular series of articles. I wanted to start off by looking at a part of the rules that many groups just ignore and do not use. Future topics I am sure will wander into more "mainstream" rules.
Please, don't hurry to head to mainstream waters. I'm enjoying the crinkly bits round the edges.
Purple Dragon Knight |
cibet44 wrote:Good article but not really relevant to my game or of great interest to me. We don't really use intelligent items much. I like the series though so hopefully the topics will skew towards my interest soon. Thanks.That is, indeed, half the point of this particular series of articles. I wanted to start off by looking at a part of the rules that many groups just ignore and do not use. Future topics I am sure will wander into more "mainstream" rules.
Jason Bulmahn
Lead Designer
Paizo Publishing
More mainstream?
MOUNTED COMBAT! MOUNTED COMBAT! MOUNTED COMBAT! MOUNTED COMBAT! MOUNTED COMBAT! MOUNTED COMBAT! MOUNTED COMBAT! MOUNTED COMBAT! MOUNTED COMBAT! MOUNTED COMBAT!
PLEASE? :P
brock |
Don't hurry to head to mainstream waters. I'm enjoying the crinkly bits round the edges.
Actually Jason, should you still be glancing in this direction, one thing that I would love to see covered, as a married gamer with young child, is adapting and writing adventures for one-on-ne play.
I have my own mental list of rules (never make the solution to an issue class-specific and always have a plausible reason why the PC didn't have their throat slit if unconscious) but I would love to see a professional take on this.
ForgottenRider |
In addition to powers, you might want to consider giving the item a drawback or two, to fit with its flavor. These drawbacks reduce the ego of the item, but do not otherwise affect its cost. An item should not have more than one drawback. A caster that crafts an intelligent item cannot build it with a drawback. These develop naturally over time or as the result of a botched creation attempt.
I looked in the core rulebook under intelligent items. I found nothing for how a pc can make an item intelligent. This rule would suggest it can be done. Are the only requirements the item creation feat or is there something I am missing? I can't see a 3rd lvl character with cwi being able to do this just because they hade the resources
HalcyonAndOn |
Great article, however I'm concerned more about players crafting their own intelligent items - there's no minimum crafting level like there use (was that left out of PF on purpose or not?) to be and costs seem really low. Are you going to be discussing these issues at all?
I realize this blog isn't new - has anyone put level limitations on crafting intelligent items?