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Aragorn68
03-03-2012, 07:27 PM
I'm new to KAP and have a "style" question: just how exceedingly rare is it for a PK in your game to find a magic item? I noticed that in 5th edition, a "Healing Potion" is in the random list of starting items.

If you had a PK that had a long, glorious, and famed career - would he likely ever own a magical weapon or suit of armor? What about a potion?

I certainly am not looking to introduce any magic for a long time, but I'm curious if "magic items" ever get used in a typical long-run campaign of KAP?

George

Morningkiller
03-04-2012, 01:13 AM
Wondrous and magical items are a core part of the tales KAP is emulating - Excalibur, The Round Table, Gareth's magic ring and more. As you already pointed out it is possible to start out with a minor magical item when rolling on the luck tables.

I try to make sure any item has a story and history of its own. Make it unique and flavourful so your players remember it. KAP is far from a typical D&D style loot-accumulation murderhobo dungeoncrawl (not that that can't be lots of fun!).

Starting slow is probably a good plan - particularly if you are going through the GPC. The enchantment of Britain builds over a few decades so wondrous items can mirror its growth. Also bear in mind that an item may stay in a family for some time so don't hand out anything that will reliably break the game or trivialise regular challenges. Such items should be generally plot relevant and of a limited duration in my opinion.

Cornelius
03-04-2012, 09:34 AM
I hardly use magic items. They should be rare in my opinion and have a story behind it as said before.

Magic potions is always fun. Since they are one use only I have seen players wait the whole time holding on to it, because it may be wiser to use later. In the end they never use it. ;)

Gideon13
03-04-2012, 05:45 PM
For me, the key difference between Pendragon and D&D-type games is the emphasis on the person, not the toys. There is something not only realistic but *right* in having the person who spends his years constantly training being able to wipe the floor with the lazy punk who merely finds or buys a +20 Vorpal Munchkin Sword. And yet (as Morningkiller pointed out) wondrous items are a part of Arthurian tradition. Therefore I feel magic items should be:


Rare (as Cornelius said).

Appropriate, especially if given as a gift. Think of the gifts Galadriel gave to the Fellowship – meaningful and useful but “low level” for such an important quest in a D&Der’s eyes.

If powerful, Steal-able (think of the many attempts to steal Excalibur) and possibly Two-edged (the “There Ain’t No Such Thing As A Free Lunch” rule). My favorite example of the latter is the Raven Banner from the Saxon Orkneying Saga. Earl Sigurd the Stout’s mother made it for him saying it would bring victory to the one for whom it was carried (plusses to the army’s rolls), at the price of death for the one who actually carried it (major plusses to any attacks on the bearer). Very appropriate – you can just hear Odin chuckling. So – how high are *your* vassals’ Loyalty scores?
Not as important as the person. To use a modern example, a pair of sneakers that boosted your running speed 10% would be priceless to a quarterback or Olympic runner, but would not by themselves make you a star.

Aragorn68
03-04-2012, 09:13 PM
Interesting! Thanks for the replies. Maybe an occasional rare potion would be in order, but down the road I could introduce rare magic items. Entire series of adventures could revolve around finding/winning this item.