Randomly decided to check in after years and see talk of Doordie and Amel. Lots of fun memories! Arguably my first long time character, Narwyn, ended up closely aligned with Amel as his protege.
Doordie was one of the best RP's I ever played with. His stories, with his character Amel, were amazing. Rich, deep, complex. I hope Doordie is doing well! You have a really great Uncle!
Registered Member #279
Joined: 4:17:59 pm GMT 09/25/04
Posts: 5460
MadskillsMike wrote ...
From a DM perspective, it's not great. It does cheapen the experience of designing an item when it is remade by the players to make it fit their character, rather than having the character deal with the item as it is. Those bis bracers from the Nine Hells are a good example, they have this mildly controversial background that can just be edited out.
One could put a flag on certain item tags which the renaming/re-describing scripts could detect as meaning the items cannot be renamed or re-described.
Life is full of disappointment. Registered Member #1570
Joined: 9:27:59 pm GMT 04/12/10
Posts: 950
AmberOfDzu wrote ...
MadskillsMike wrote ...
From a DM perspective, it's not great. It does cheapen the experience of designing an item when it is remade by the players to make it fit their character, rather than having the character deal with the item as it is. Those bis bracers from the Nine Hells are a good example, they have this mildly controversial background that can just be edited out.
One could put a flag on certain item tags which the renaming/re-describing scripts could detect as meaning the items cannot be renamed or re-described.
Or we could just let people wear what they want and not make a mountian out of a mole hill.
It's not like you can tell if a person is wearing "good/bad guy armor/item" if you just give it a paint job and some crafting love.
Registered Member #279
Joined: 4:17:59 pm GMT 09/25/04
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I think MSM's point that I was responding to, is that some items are intended to have characteristics beyond their mechanical attributes, some of which might have consequences to RP intended to be so by the DM.
Also, for a builder who puts a lot of creative energy into a specifically designed and carefully drafted item description, it can be disheartening when some player takes that item and just wipes all that away with the stroke of a feather, just to take the stats that went with it.
It's not every item that would strike a builder like this, but some might. And my suggestion was not that every item, or even many items could be set as non-overwritable, but the capability to do this for some few items DM's feel strongly about could be added without too much difficulty.
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I'd say, if it's sold at a merchant or dropped by a standard spawning critter, go ahead and wipe the description out and do whatever you like. I mean, sure someone has put effort into the description, but it's not like you're erasing the one and only such item.
But if it's a DM reward with a custom name and/or description, have respect to the one who gifted you with it and leave it as it is.
As for the "would my character use such an item" and the possibility of being called out for doing so , I'm pretty sure none of our DM's are out there to do that and the players ARE metagaming if their characters "know" by, say, a weapon's damage bonus that it's a certain item sold only by this and that merchant.
[edit]
Of course it's a whole other matter if a lawful good type is using poison, negative energy, etc. but I don't think that was the issue discussed here.
Life is full of disappointment. Registered Member #1570
Joined: 9:27:59 pm GMT 04/12/10
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AmberOfDzu wrote ...
I think MSM's point that I was responding to, is that some items are intended to have characteristics beyond their mechanical attributes, some of which might have consequences to RP intended to be so by the DM.
and players still can't see it being worn, naming quill or not.
I think MSM's point that I was responding to, is that some items are intended to have characteristics beyond their mechanical attributes, some of which might have consequences to RP intended to be so by the DM.
Also, for a builder who puts a lot of creative energy into a specifically designed and carefully drafted item description, it can be disheartening when some player takes that item and just wipes all that away with the stroke of a feather, just to take the stats that went with it.
It's not every item that would strike a builder like this, but some might. And my suggestion was not that every item, or even many items could be set as non-overwritable, but the capability to do this for some few items DM's feel strongly about could be added without too much difficulty.
This, basically. There is some sort of intended give and take involved. I don't like stat penalties and stuff like that, but there can be some RP controversy or plot hook involved. Someone using a piece of gear dropped by the devils can be a cue for a devil-centered event, for example.
I don't think it's worth investing resources into restricting items. Also, like I stated before, I think the advantages of a player beiong able to tell his own story by customizing gear are greater than what is gained by being able to do gear-based events as DM. I will handle the situation by simply going with the name and description that is actually on the item. If a Banite greatsword has been renamed and redescribed as something else, then I will go with that. If not, it's a Banite greatsword.