• jtrek@startrek.website
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    27 days ago

    I loved giving my players items with obvious drawbacks. I presented the wizard this item (heavily inspired by Crawl: Stone Soup) :

    Hat of Pondering

    • Advantage on wisdom, charisma, and intelligence saves
    • Advantage on saves against effects that move you against your will
    • Intelligence, Charisma, and Wisdom increase by 2 to a maximum of 22
    • Disadvantage on dexterity saves
    • Cannot use reactions
    • Speed is reduced by half and cannot be increased
    • Cannot take the dash action

    His reactions as he read each line item were pretty great. “Oh? Oh! WOW. Oh. Hm. Hmm.”

    Of course he used it for several sessions, and of course it almost got him killed.

      • jtrek@startrek.website
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        27 days ago

        Ah, but implicit from my understanding of D&D standard magic items (and I should have been explicit) is the effects persist so long as it’s attuned to you. Good thinking, though.

        • JackbyDev@programming.dev
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          26 days ago

          Nah, you need to be wearing the item. Most often require attunement as well (so you can’t just stack a ton of magical items on someone, generally you can only attune to three items). So if you take it off, generally the effects go away.

          That said, you could easily make the item give you a permanent debuff while attuned and a buff only while wearing it.

          • jtrek@startrek.website
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            26 days ago

            Good feedback. The intent is to prevent hot swapping it in combat, so if I used it again I’d probably write something explicit like the benefits require attunement and wearing the hat, and the penalties persist while attuned.