Dec 18, 2020 8:41 pm
rpgventurer says:
Moreover, I don't think we have to know what each magic item does right away, but I don't want it to be too difficult or take too much time to find out either.... For example, I like, but I am not too excited about, Brindel's axe. I don't know enough about it. I tried to get clues in game what it does, and we spent a lot of real time setting up a dinner, and I feel like didn't get much information from our dwarven host. (I accept that it could be me just missing clues.)First I concur with "not wishing to take too much time" -- but on the flip-side there are in-game limitations that I would rather not skip around or over. And as I try to apply the same mechanics to the NPCs that I apply to the PCs perhaps it was not clues missed but perhaps instead you might ask yourself this question -- If you are a spell caster and some guy has a complex magic item that they would like to know what it does in a game world where one cannot just use a simple spell to reveal such information due to the items complexity what do you think you might need to do? Still I fully understand the role-playing stance your character took when this option was presented and something similar happened in the case of Lex (which sadly we may never see its resolution).
Of course as you unlock each feature -- learning the next immediate feature and its key is not nearly as difficult ;) so we have that as a back up.
Also you might not have ever been introduced to items like this --- these are special items (or abilities) that I strive to give to players as early on as possible to give them some kind of intriguing powerful magic item (or ability) that does not imbalance the game but that they can then grow into -- this concept is based off the concept of Weapons of Legacy (printed way back 2005) as well as certain artifacts since the gradual building of a powerful magic initially started with these