Re: I miss magic items

From: Jeff <richaje_at_Wk27SWJwxs7wkYl8fS669vnplZ9j_ZLOdm4obSSj9d9X5qOFT5nxDCjOw8G04BEwcrxF>
Date: Tue, 15 Dec 2009 07:33:16 -0000


> The creation rules allow you to define items that grant abilities, but there
> is little in the book to describe objects that have magic.

Wait until you get to the adventure, where there are several magic items - the Sword Wrath, the Red Hands, the Hawthorn Bough, and so on.

> Is this because of the new Thing-You-Know, Thing-You-Have, Thing-You-Are
> structure for magic, the rough definition of the Three Worlds expressed in
> the Material world as magic?

Nope. It has everything to do with the fact that in HQ2, magical items are abilities just like everything else. Want a Magic Cow (my players brought back a magic ram from a heroquest)? Make it a sidekick or an ally. Want a powerful magic weapon from a heroquest? Make it a sidekick.

Ruleswise, there is no difference between a magic item and any other ability. An ability gained in a heroquest could be a new power, a magic item, or even a new sidekick or follower.

Jeff            

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