So I got a magic item that would be super helpful for a character of mine, but the flavor that goes with it doesn't... really align with him at all. He's a lawful good character that got a Mantle of Spell Resistance that prompts people to do evil (and I'm exploring other character development avenues I find more interesting than wrestling with evil.)
How accepted it is to completely ignore or reskin the flavor text of a magic item? To be clear, this is for Adventure League games, not a hardcover, and not for a long-going campaign.
It's generally accepted that you can reflavor anything that doesn't have a direct impact on gameplay. If it's something that, say... requires you to make a saving throw to avoid attacking your allies, you can't just ignore that. But if you found it and the adventure you were in described it as evil, but nothing in the items official description includes any gameplay reason for that to be the case, you're not obligated to keep that aspect of it. Looking up Mantle of Spell Resistance, it has an incredibly short description with no real flavor, so you're safe just reskinning it however you like.
Lots of magic items in AL have these weird extras that differentiate them from the "standard" magic items from the DMG. One of my characters has a pair of winged boots that makes loud mechanical nose when activated.
I would just roll with it. Just because the item prompts you to do evil doesn't mean your character has to struggle against it. The item can just futilely prompt you and your character has any temptation to do evil under control.
So I got a magic item that would be super helpful for a character of mine, but the flavor that goes with it doesn't... really align with him at all. He's a lawful good character that got a Mantle of Spell Resistance that prompts people to do evil (and I'm exploring other character development avenues I find more interesting than wrestling with evil.)
How accepted it is to completely ignore or reskin the flavor text of a magic item? To be clear, this is for Adventure League games, not a hardcover, and not for a long-going campaign.
It's generally accepted that you can reflavor anything that doesn't have a direct impact on gameplay. If it's something that, say... requires you to make a saving throw to avoid attacking your allies, you can't just ignore that. But if you found it and the adventure you were in described it as evil, but nothing in the items official description includes any gameplay reason for that to be the case, you're not obligated to keep that aspect of it. Looking up Mantle of Spell Resistance, it has an incredibly short description with no real flavor, so you're safe just reskinning it however you like.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Lots of magic items in AL have these weird extras that differentiate them from the "standard" magic items from the DMG. One of my characters has a pair of winged boots that makes loud mechanical nose when activated.
I would just roll with it. Just because the item prompts you to do evil doesn't mean your character has to struggle against it. The item can just futilely prompt you and your character has any temptation to do evil under control.
This is what immediately came to mind at the idea of a magic item desperately trying to influence someone who can easily ignore its attempts:
https://www.youtube.com/watch?v=f0huI_wZ6UE
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium