However, you can create a "dummy" item to give to the player that has all the details the character initially believes to be true of the item and keep the "real" item's details on a separate item until the curse has done its thing and the character then knows what's what, and switch out which item the character has.
What I did was create the item without the curse and with the curse in homebrew creation and shared the noncurse version to my players, and once they found out there was a curse on the item I replaced that item in their inventory with the cursed item aka "the true version".
If you were use a sourcebook item that had a curse. I'd suggest a similar route, create a homebrew version of the item without the curse and when the curse is realized share the sourcebook item.
I'm hoping they implement something like World Anvil has for magic items. You can create the item, omitting the cursed text. Add the cursed text as a "Secret" and once the curse is discovered (however relevant to that item) you grant the person in possession of the item permission to see the "Secret" cursed text.
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Can I add full description of the curse to the item but only show GM's rather than the player wielding it?
How would I accomplish this?
Playtesting Fugare Draconis, an epic tale of adventure, loss, and redemption
Not at current, no.
However, you can create a "dummy" item to give to the player that has all the details the character initially believes to be true of the item and keep the "real" item's details on a separate item until the curse has done its thing and the character then knows what's what, and switch out which item the character has.
That's too bad. It can't really be a "complete" item without it, so I can't share the delicious terror of it without the curse(s).
Playtesting Fugare Draconis, an epic tale of adventure, loss, and redemption
What I did was create the item without the curse and with the curse in homebrew creation and shared the noncurse version to my players, and once they found out there was a curse on the item I replaced that item in their inventory with the cursed item aka "the true version".
If you were use a sourcebook item that had a curse. I'd suggest a similar route, create a homebrew version of the item without the curse and when the curse is realized share the sourcebook item.
I'm hoping they implement something like World Anvil has for magic items. You can create the item, omitting the cursed text. Add the cursed text as a "Secret" and once the curse is discovered (however relevant to that item) you grant the person in possession of the item permission to see the "Secret" cursed text.