nbates
2013-02-07, 12:54 PM
In the Pathfinder campaign I'm running (Serpent's Skull) I have created (and borrowed/stolen) several silly/fun magic items for flavor, or have added awkward effects to normal weapons.
Some examples include:
Underwear of holding
A "Ring of Invisibleness" that turns invisible when you put it on
A +1 longsword of defenestration that, when the user reduces the target to 0 or less hit points, causes a window pane to appear behind the victim which he then bursts through (defenestration), purely for flavor
Detect Magic does reveal that they are magical, and the players always attempt Spellcraft checks to determine what magic it is. What I want to do, though, is only have them find out what the magical effect is when it actually happens or the item is actually worn/used. It isn't as fun to tell them what it does ahead of time, because then there is no build-up or tension.
I hate having a player roll a 30 on their check and just telling them "You don't know what it does." The players in the group meta-game quite heavily and refuse to use magic items they haven't successfully Spellcrafted for fear of cursed items, even if their characters have never heard of cursed items. (But to be fair, who would don magic underwear before knowing the effects? :smalltongue: )I have only been able to say that they are certain it isn't cursed, but are still unsure of the magic.
Would anyone happen to have any advice regarding a better way I can present these items? Other than telling them out of character that there will be random silly magic items in the game, I can't think of anything.
Thanks for your time.
Some examples include:
Underwear of holding
A "Ring of Invisibleness" that turns invisible when you put it on
A +1 longsword of defenestration that, when the user reduces the target to 0 or less hit points, causes a window pane to appear behind the victim which he then bursts through (defenestration), purely for flavor
Detect Magic does reveal that they are magical, and the players always attempt Spellcraft checks to determine what magic it is. What I want to do, though, is only have them find out what the magical effect is when it actually happens or the item is actually worn/used. It isn't as fun to tell them what it does ahead of time, because then there is no build-up or tension.
I hate having a player roll a 30 on their check and just telling them "You don't know what it does." The players in the group meta-game quite heavily and refuse to use magic items they haven't successfully Spellcrafted for fear of cursed items, even if their characters have never heard of cursed items. (But to be fair, who would don magic underwear before knowing the effects? :smalltongue: )I have only been able to say that they are certain it isn't cursed, but are still unsure of the magic.
Would anyone happen to have any advice regarding a better way I can present these items? Other than telling them out of character that there will be random silly magic items in the game, I can't think of anything.
Thanks for your time.