I like this. Shows how valuable something simple like warmth can be to different people and creatures. In relation to the cold-blooded 'the one's needs, the orb of warming is a sacred, mighty relic.
I think it deserves a 5/5. Its a simple item, but a good, thorough history and can create some good plots. Go to Comment
I really love these kind of things. It helps define the world and the people that live it. It gives them life outside the generic uses of many NPCs and helps breathe life into the world.
Love the weapon, don't really like magics 1 and 2. Seems a bit extreme on 1, and I understand the reasoning on 2 but just disagree. I really like 3 and 4.
Instead of shockign them, maybe the gem dims or something when they have dishonered themselves. So that the weapons are well known and the shiniest of gems is the most noble of fighters while the darker ones are still severly noble, but not to the standards of others in the same league. Not sure I like the idea, but throwing it out there. Go to Comment
Nope. It is a code based on dueling in hand to hand.
And remember, you can block or dodge said weapons (if your game system is sophisticated enough to include such options as active actions). The weapons strikes as per a master, so blockable/ dodgable is still tough. Go to Comment
Well if you are not playing D20, and are running games with actually parrying and dodging rules, you can count it as a skill of 20 or less (100%) with a chance to block/ dodge at your normal levels. So it will always be a succesful strike, but without always doing a full hit. But with that level of skill, overcoming the difference of the rolls does become harder. Go to Comment
The first one DOES seem a bit extreme to me too. That a person fighting with a dagger of this kind would almost always hit his target. But when you think about it, damage made with a dagger isn't so much that you can't stand it. It would be even better if the damage was half the weapons original with this kind of a hit, though.
I just have one question to ask. If you throw this kind of a dagger at your opponent wielding a sword, will it always hit?
I really like this item/ weapon. I agree that the first ability while explainable is a little excessive. Auto hitting has never been a liking to me. Now giving an greater descreased ability to defend against it may be a better option. The bigger/ heavier the weapon the harder it is to defend against the BlackHeart. While a smaller, lighter weapon may have a bonus to defend/ attack agaisnt the weilder of the BlackHeart.
I like Strolens idea of the gem showing the inner nobility/ honor of the weilder by how bright the gem glows. If a gem is dull and has no shine or glow, then you know the person weilding it will possibly show no quarter and is only out for on thing.
Interesting, but the whole 'Always Hit' idea is excessive. Simply indicating that against longer weapons, the weapon receives a significant bonus would be more general and a little less jarring. Terms such as 'Always' and 'Never' always bother me in roleplaying rules... Go to Comment
Well, if I understood it correctly, the power must be intentionally activated. But they are still dangerous to anyone around... a good item that needs a responsible user. Go to Comment
Not good for use in a town, where it would cause major problems with the City Guards due to it hurting innocent people.A PC could be given one by someone who wanted him or her to be thrown into prison.
NPC-That's a good weapon, can I see the blade?
PC draws it and it lashes out at everyone in a crowded bar. 5/5 and a HoH nomination. Go to Comment
As Manfred said, it needs to be activated. However, once activated, can it be unactivated short of resheathing it? A good item with a significant limitation. I like it.
Meh.
It's like Godzilla.
Or it's like a big, rampaging mech.
It really doesn't seem that interesting to me, and it would be purposeless, to boot, since only the most ridiculously powerful of characters would be able to even dent it's foot or what-have-you.
Captain, it is not about players being able to tackle it. Very munchkin of you to think about taking it out. If your players try, they will just expend charges or get themselves squashed flat if they are stupid enough to stand in its way. This creature also allows the GM to remind the players of how very insignificant they can be in the scheme of things.
That is why it should not have stats. (Old gamer addage, give something stats only if you want the players to fight it.) It is like fighting the weather or attacking the planet.
This is a force of nature, hurricane, a Godzilla. It is something to drive a number of plots and world events along... Evacuating the city before it gets there, hanging out in a city to prevent looters, scouting out where it might be, the reason why there is a new capital for a really old empire (it crushed the previous one), its presence might catalyze a war, it breaks down a mountain... flooding mud down the lowlands, and any number of things.
This is just a mechanism to foreshadow the power of the ancient peoples, a warning about disturbing things from that time, and a unique bit of chrome for a game world. Go to Comment
Items (Wand/Staff/ Arcane) (Sentient)