Trinkets of Necessity – These glass baubles are enchanted so that when broken they create one common/uncommon magic item that lasts for one minute. After the minute is up, the created item turns to dust.
My intention for these is to give a low magic party access to an item they might need at the moment, whether that's a potion, a magic weapon to overcome resistance, or anything else they can think up.
Do you think they should get automatic attunement, assuming they have a slot available since the item disappears after a minute? That seems fine to me and opens the door for more player creativity.
If they don't get attunement instantly, then the item is effectively worthless.
This is an odd item though, in that it requires players to have a broad knowledge of uncommon magical items - something that their characters shouldn't have. Too much choice can cause paralysis of thought, while if they don't know the items available, you don't want them reading through lists.
I would list on the magic item 8 things that the bauble can turn into, such as a 5 foot by 20 foot long bridge, a +1 Longsword, Goggles of Night, Winged Boots, a parachute etc. That way they know the limitations of the item, and you don't run into issues when they begin making them into things that cause unexpected problems.
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Trinkets of Necessity – These glass baubles are enchanted so that when broken they create one common/uncommon magic item that lasts for one minute. After the minute is up, the created item turns to dust.
My intention for these is to give a low magic party access to an item they might need at the moment, whether that's a potion, a magic weapon to overcome resistance, or anything else they can think up.
Do you think they should get automatic attunement, assuming they have a slot available since the item disappears after a minute? That seems fine to me and opens the door for more player creativity.
If they don't get attunement instantly, then the item is effectively worthless.
This is an odd item though, in that it requires players to have a broad knowledge of uncommon magical items - something that their characters shouldn't have. Too much choice can cause paralysis of thought, while if they don't know the items available, you don't want them reading through lists.
I would list on the magic item 8 things that the bauble can turn into, such as a 5 foot by 20 foot long bridge, a +1 Longsword, Goggles of Night, Winged Boots, a parachute etc. That way they know the limitations of the item, and you don't run into issues when they begin making them into things that cause unexpected problems.