Hello!

Hello!

Hello!

This is my first time posting to this community, so my sincere apologies if I break some rules about what is allowed to be posted.

I recently created a magic item that I am very pleased with fictionally, but a little worried about mechanically. Before I introduce it to my players, I wanted to ask for some feedback.

The magic item is called The Golden Sword of King Brighthand. Link to the item info here: https://docs.google.com/spreadsheets/d/10_T8fTpnX3Z57KBtVde5nupD8zAy8Eq67mOofvpRw0A/edit?usp=sharing

The idea is to have this sword offer a huge mechanical benefit to the party in combat, but over time it will beggar them and they’ll have to get rid of it. Hopefully this will lead to some really fun fiction. But as I said, I am worried that this isn’t going to work the way I want. I want the sword to be very powerful, possibly even game-breaking. But I don’t want them to be able to keep it for any length of time without it causing serious problems.

Looking for any thoughts and feedback you have to offer. Thanks!

10 thoughts on “Hello!”

  1. Hi Drew! I like the idea of this item but would probably do it differently.

    I’m always a little skeptical of moves that don’t give the players any way to succeed. I realize that losing considerably less coin is better than the other possibilities but, if I’m going to take something from my players no matter what, I wouldn’t make them roll dice.

    Just have coin vanish as they draw the sword. Maybe you could tie it to damage. Every time the sword does damage, the same amount of coin vanishes. First it is taken from the wielder, then from companions, then from enemies or bystanders. That way they would start losing loot once they lost all of their own funds.

  2. Hi Drew! I like the idea of this item but would probably do it differently.

    I’m always a little skeptical of moves that don’t give the players any way to succeed. I realize that losing considerably less coin is better than the other possibilities but, if I’m going to take something from my players no matter what, I wouldn’t make them roll dice.

    Just have coin vanish as they draw the sword. Maybe you could tie it to damage. Every time the sword does damage, the same amount of coin vanishes. First it is taken from the wielder, then from companions, then from enemies or bystanders. That way they would start losing loot once they lost all of their own funds.

  3. I also love the idea that the sword could steal value from the stabbed enemies, or if a jewel encrusted weapon or armor came in contact with the sword, the jewels would just go flying off

  4. I also love the idea that the sword could steal value from the stabbed enemies, or if a jewel encrusted weapon or armor came in contact with the sword, the jewels would just go flying off

  5. Logan Howard That’s a good point. There isn’t really a true “win” with the custom move roll. But I do like the idea of the potential for the huge loss because I want using the sword to feel risky rather than something they know the exact value of every time. I don’t want it to just cost X Coins to use the sword, because that’s just something they can calculate. Do you think just making the 10+ move 1 coin or no coins would fix that problem?

  6. Logan Howard That’s a good point. There isn’t really a true “win” with the custom move roll. But I do like the idea of the potential for the huge loss because I want using the sword to feel risky rather than something they know the exact value of every time. I don’t want it to just cost X Coins to use the sword, because that’s just something they can calculate. Do you think just making the 10+ move 1 coin or no coins would fix that problem?

  7. Drew Gobrecht I think if I were building this from the start, I would diminish the tags a little, tie the special move directly to Hack and Slash, give the 10+ result a wicked punch, suck coin along with the 7-9 result and leave the 6- result blank as usual.

    The Golden Sword of King Brighthand

    Two-Handed, Ignores Armor, +1 Damage

    If the party has no coin at the start of a fight, the golden sword cannot be drawn from it’s scabbard.

    When you attack an enemy in melee using The Golden Sword of King Brighthand, roll+Str.

    ✴On a 10+, you deal your damage to the enemy and avoid their attack. Describe the way your golden sword destroys part of your foe’s armor or defenses. Further attacks using the information described will do an additional d10 damage. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.

    ✴On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you. The price of using the golden sword catches up with you. Lose 20 coin. If you do not have enough coin, select a companion to share the burden. If all of your companions are out of coin, half any loot that would be found.

  8. Drew Gobrecht I think if I were building this from the start, I would diminish the tags a little, tie the special move directly to Hack and Slash, give the 10+ result a wicked punch, suck coin along with the 7-9 result and leave the 6- result blank as usual.

    The Golden Sword of King Brighthand

    Two-Handed, Ignores Armor, +1 Damage

    If the party has no coin at the start of a fight, the golden sword cannot be drawn from it’s scabbard.

    When you attack an enemy in melee using The Golden Sword of King Brighthand, roll+Str.

    ✴On a 10+, you deal your damage to the enemy and avoid their attack. Describe the way your golden sword destroys part of your foe’s armor or defenses. Further attacks using the information described will do an additional d10 damage. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.

    ✴On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you. The price of using the golden sword catches up with you. Lose 20 coin. If you do not have enough coin, select a companion to share the burden. If all of your companions are out of coin, half any loot that would be found.

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