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Medieval Cat's avatar

Great list!

"Sword of Daily Nastyness: Once per day, you can activate the sword before an attack. If you hit, you do 8 extra damage." (A minimalist Setup-Rider)

"Mancatcher of the Four Winds": +1 but +3 if the target have hostile combatants to their north, east, south and west."

"Shield of Arrow Attraction: All mundane, non-siege missiles fired at you or on a direct line that intersects you (and not sufficiently arched, impossible in dungeons with low ceilings) are attracted to the shield and harmlessly stuck there."

"Bow of Unstruck Accuracy: +2 bow. Loses its bonus if you are ever hit in combat. Bonus is reset when you wake up from 8 hours of sleep with the bow besides you." (or maybe reverse conditions to avoid 15 min adventuring day. Then again martials need to get more goodies from resting.)

"Mirror bow: If you are exactly in between two enemies, you can shoot both of them as one attack"

"Equilateral Bow: If you and two enemies form the corners of an equilateral triangle, you can shoot both of them as one attack."

"Piercing bow: If a shot hits and enemy, it continues through it in a straight line to hit the next enemy behind it and so on."

I think one problem with positional abilities like the Mancatcher above is that very much comes down to how the GM players the monsters. Do the orcs all charge? Or do they stay back and rely on their superior ranged attacks until the players close in? Do the orcs realize that the Fighter has the Mancatcher and then actively counterplay it? Detailed order of battles are needed or fights will be determined by GM fiat. I guess this is an issue in all combat but it seems to worsen with tactical play. But then again games like 4e exists and people play and enjoy it so it must be workable.

I'll still complain endlessly about the cursed problem I see in trying to get both tactical combat and a living world. If you give my PC a Tide-Turner, then every dungeon crawl will degenerate into "wait at the corner next to the Dangerous Dungeon Feature for a random encounter, then knock the monster into it". Not really "tactical" in the sense of 4e. Maybe I'm worrying too much and this isn't a problem in practice.

I think another useful route with less room for degeneracy is tactical monsters. Rubber Blobs are pushed 10 ft back whenever they are hit in melee. If you cast a spell on the Mirror Golem, it also affects the being closest to it. Many existing monsters have immunities and powerful abilities, but I think that weakness may give more room for interesting tactics. Now I realize that Goblin Punch kind of did this with the Monstrome: https://goblinpunch.blogspot.com/2024/12/mushroom-men-monstrome-v6.html

GMaia's avatar

Hello Beau, very inspiring items!

Happy to share a list I made some time ago!

May the fun be always at your table!

https://viviiix.substack.com/p/where-to-run-a-kup-game-10-artifacts

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