NerdHut
2017-05-16, 10:32 AM
First order of business: HOORAY! The forums are back!
Second order of business:
I'm trying to make my campaign world feel more alive than I have in the past. What I've found works with my players is to use something that gels well with the standard system, but doesn't explicitly exist in the books. Sometimes I'll use a sprinkling of plot-magic, or throw in a re-skinned race (one player's family had a Quarter-Orc Butler).
Recently, magic items have been on my mind. So I'm curious about custom or homebrew magic items you've used as players or DMs that you and/or your players really liked. They can be for any level of play, but ideally not game breaking. And details about them or stats would obviously be awesome. Interesting mundane items are welcome too.
I'll give some examples of what I have used in the past.
For a changling rogue NPC who would periodically pop up and help/distract the party had a Ring of +10 Bluff and +10 Diplomacy. I used the rules in the DMG for this one, which gave it a market cost of 25,000 gp (he came from a rich family and the party was mid-level by the time they met him, so I didn't feel it was too crazy).
For an E6 campaign that is on hiatus (and may or may not resume at this point), I made a low-power version of a Rod of Wonder. Effects included a loud shriek, glowing like a torch, producing a few gallons of water, and temporary ability bonuses/penalties.
In my first campaign, there was a long sea voyage. Without wasting multiple sessions trying to come up with workable sea encounters, I gave the players optional activities to produce the sensation that time was actually passing for their characters. One activity was gambling on dice below decks. One of the sailors had magically loaded dice. They'd consistently score well for him, but as soon as someone else used them, they'd roll normally. The players never quite figured out what was going on, so I didn't have to worry about market value or special stats on that one.
Second order of business:
I'm trying to make my campaign world feel more alive than I have in the past. What I've found works with my players is to use something that gels well with the standard system, but doesn't explicitly exist in the books. Sometimes I'll use a sprinkling of plot-magic, or throw in a re-skinned race (one player's family had a Quarter-Orc Butler).
Recently, magic items have been on my mind. So I'm curious about custom or homebrew magic items you've used as players or DMs that you and/or your players really liked. They can be for any level of play, but ideally not game breaking. And details about them or stats would obviously be awesome. Interesting mundane items are welcome too.
I'll give some examples of what I have used in the past.
For a changling rogue NPC who would periodically pop up and help/distract the party had a Ring of +10 Bluff and +10 Diplomacy. I used the rules in the DMG for this one, which gave it a market cost of 25,000 gp (he came from a rich family and the party was mid-level by the time they met him, so I didn't feel it was too crazy).
For an E6 campaign that is on hiatus (and may or may not resume at this point), I made a low-power version of a Rod of Wonder. Effects included a loud shriek, glowing like a torch, producing a few gallons of water, and temporary ability bonuses/penalties.
In my first campaign, there was a long sea voyage. Without wasting multiple sessions trying to come up with workable sea encounters, I gave the players optional activities to produce the sensation that time was actually passing for their characters. One activity was gambling on dice below decks. One of the sailors had magically loaded dice. They'd consistently score well for him, but as soon as someone else used them, they'd roll normally. The players never quite figured out what was going on, so I didn't have to worry about market value or special stats on that one.