knowman's page

3 posts. No reviews. No lists. No wishlists.


RSS


K. B. Carter wrote:


Do I like the mojo? Does the item spark other ideas for my campaign?
Alcohol is actually a mild poison, so I'm not sure why it's healing people in this case. I know Cayden makes alcoholism work for him, and I get that this is magically transmuted booze, but in my experience, alcohol doesn't fortify anyone; it does the opposite in fact (though it is a lot of fun). Seems like a slight mechanic-thematic mismatch here.

That was the one thing I thought when reading the description, that maybe an Aid spell might be more appropriate?

Overall I liked the item, it has a nice sense of flavor about it.


I really like this item - wanted to get that out of the way first.

I'm not crazy with the specific flowers you chose for the charm (given what they represent). It seems like an Easter Egg and an unnecessary one, as if the point was to give a PC a chance to figure out that the NPC they charmed might not be charmed. That kind of makes sense from a GMing standpoint in that your player's might be annoyed if there wasn't anything to tip them off, but it kind of doesn't because they really shouldn't expect it. Would they create such a bracelet with the same hints for their opponents? I don't think so.
Different flowers that represented protection or innocence or virtue would seem like a better choice, as protection charms/talismans would seem to likely be fairly common item, thus making what seems to be a subtle item actually subtle. It's not nearly as big a detail as all these words probably make it seem like, but for an item I really liked it stuck out as an oddity.
The one reason I could think of would be that it would be easier to manufacture the item by infusing it with the essence of those flowers given what they represent, and it's likely a detail that most players would overlook, thus rewarding player paying closer attention to details, but it seems to be a potentially major if unlikely flaw in an otherwise solid item.
I'd be interested to know if there were specific reasons you picked those specific flowers if you care to share, maybe there is another angle I'm missing? I know you said didn't want to post clarifications, and I applaud your wisdom for doing so, but perhaps when the contest is over?

I wasn't thrilled with the name at first but it's grown on me in mulling it over. It seems like both an appropriate title and motivation for creating such an item. I could see many a rich nobleman looking for ways to ensure their daughters were kept safe from knaves.

I really like the way the bracelet doesn't radiate magic and them basically absorbs the magic of the charm effect to do so moving forward. Or at least that's the mechanic I think you were going for.

This part, "...may ignore or disobey suggestions, and otherwise take advantage of the situation until the ruse is discovered.", seems unnecessary.

In thinking about using this in my own game, I am considering having there be tiny gemstones in the flowers that either crack or fade or change color when the recipient either fails a save or upon a use (possibly making it a more limited item with charges). That may just be my preference for having more items but limited use items, but my logic is that the trade-off in limiting the power would be worth it to said rich nobleman to be sure that "true love" was actually so.

And again, I actually really like this item. I wouldn't have gone on quite so much if I thought it was rubbish. ;-)


Part of me wants the poison-extraction ability to be limited to destroying the poison instead of allowing an assassin to recycle it endlessly. But that would be a minor concern.

If it were limited to that ability alone, I think you'd have an excellent "practical magic" item as That Old Guy said.

I like the addition of a one-shot cure - setting up a situation where players have a choice to sacrifice an item that could be useful for years to come in a climatic way is an excellent addition. I'd agree with most of the other posts that it shouldn't be open-ended or quite so wide-ranging. Personally I'd like to see it limited to poisons or diseases, and may just borrow that modified version for my own game.

I like the name. I think it would have been a more boring item had it just been called the Magic Spoon or the Fairy Spoon. I'd never heard of the Runcible Spoon before and given most of the references that I could find for a Runcible Spoon were of things other than grapefruit spoons, I'd not be concerned about using the item with the designated name.