Re: I miss magic items

From: L C <lightcastle_at_iNah6hkoFawXGaHFIAKkIuFzYbFdykzBkpDhwxXBQS6y2EaH1NpAw4YpjgwS_Oej>
Date: Thu, 17 Dec 2009 00:37:56 -0500


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

Couldn't the ability they grant be magic?
>
> Heroquesting no
> longer brings useful tools from the God Plane, as far as I have read,
> anyway.
>

I don't have the book, but certainly under HQ1 there was the ability to bring back magic items.
>
> Ritual tools and clan treasures have switched to
> becoming implements for achieving the correct rituals, rather than being
> tools in their own right. It has become a great challenge to define the
> context in which plausibility tests can be made regarding magic items.
>

Hmm... Maybe there is something in Sartar that makes that hard. It seems Magic Items would be easy to design in HQ2 rules. Slave Bracelets - Render an opponent unable to use their magic and under a magical compulsion to not flee.

 From that I can do credibility tests.

> 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?
>

Not sure how that applies to magic items, but I've already rattled on at length there. :)

LC            

Powered by hypermail