So next session of my game is going to be the "season finale" of sorts (end of arc with BBEG fight) The party is at level 9 and They've been getting hungry for some new magic items (I havent given them very much so some don't even have ANY attunement items) there is a preliminary "miniboss" encounter before the BBEG and I wanted to give them a good haul of stuff so I was thinking of having the miniboss and his lackey decked out in attunement stuff.
So the real question would be, "what would make sense for this dude to have?" He's a young Noble (like 19) who is your typical sneaky, weasley, spoiled, entitled heir who has been given too much power for his own good. His family owns the leading producer of fire-arms on the continent and have recently taken over the leading gunpowder distributor (owned by the family of one of the party members who he has been trying to "claim" for years ). What kind of sweet loot should i give?
Trying to avoid weapons cause only 2 party members actually use them and their pretty ok with what they got at the moment
I prefer to roll randomly for magical items, unless they have a specific plot reason to exist. I find that the problem with choosing what I give them and designing powerful custom items is that it takes away (a) player choice about what they use as I'm dictating it, and (b) if I give a player an item that, for example, makes them able to read thoughts, I then have to factor that into future plans. With (b) I feel like if I make it random then it doesn't matter so much and I'll just plan my game as I always would since the dice dictated it. Maybe that doesn't make sense but it makes me feel less like I'm dictating the game.
Having said that, roll up any random magical item and then make it sentient: It only functions if it believes that the noble has done one act of charity that day. This might give him some fun RP since he'll hate having to do it, and give him some RP conflict with a magic item. The magic item can then become increasingly pedantic and infuriating as time goes on. It can communicate telepathically but can only say "You're mean" and "I love you."
yoooooo, so i just saw your post with the magic armor/weapon generator, and i think that answers my problems xD I think i can even take some of those effects and just put them on non-armor things just to make some neat items o-o
Thanks!
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So next session of my game is going to be the "season finale" of sorts (end of arc with BBEG fight) The party is at level 9 and They've been getting hungry for some new magic items (I havent given them very much so some don't even have ANY attunement items) there is a preliminary "miniboss" encounter before the BBEG and I wanted to give them a good haul of stuff so I was thinking of having the miniboss and his lackey decked out in attunement stuff.
So the real question would be, "what would make sense for this dude to have?"
He's a young Noble (like 19) who is your typical sneaky, weasley, spoiled, entitled heir who has been given too much power for his own good. His family owns the leading producer of fire-arms on the continent and have recently taken over the leading gunpowder distributor (owned by the family of one of the party members who he has been trying to "claim" for years ). What kind of sweet loot should i give?
Trying to avoid weapons cause only 2 party members actually use them and their pretty ok with what they got at the moment
I prefer to roll randomly for magical items, unless they have a specific plot reason to exist. I find that the problem with choosing what I give them and designing powerful custom items is that it takes away (a) player choice about what they use as I'm dictating it, and (b) if I give a player an item that, for example, makes them able to read thoughts, I then have to factor that into future plans. With (b) I feel like if I make it random then it doesn't matter so much and I'll just plan my game as I always would since the dice dictated it. Maybe that doesn't make sense but it makes me feel less like I'm dictating the game.
Having said that, roll up any random magical item and then make it sentient: It only functions if it believes that the noble has done one act of charity that day. This might give him some fun RP since he'll hate having to do it, and give him some RP conflict with a magic item. The magic item can then become increasingly pedantic and infuriating as time goes on. It can communicate telepathically but can only say "You're mean" and "I love you."
And dude, no Attunement items by level 9 wtf ^_^
yoooooo, so i just saw your post with the magic armor/weapon generator, and i think that answers my problems xD
I think i can even take some of those effects and just put them on non-armor things just to make some neat items o-o
Thanks!