This is the first post in a series about items in Dungeons and Dragons and other Fantasy Role Playing Systems. While they are a staple in these kinds of games, they are often challenging to integrate into a campaign without either wrecking it, or making it very hard to manage after its introduction. I plan on highlighting as many items as I can in a few series, starting with key items in each category inside the most excellent books, The Encylopedia Magica, a first and second edition complication series that collected most of the items released over the years from Dragon magazines, various modules and supplements, as well as world books and such. Since this is the first post, I am explaining, but subsequent posts will just be about he item in question. I will cover how the item can be dangerous to use, as well as advantages and reasons for its inclusion in your games. Enjoy!
Anything Item:
This item can literally be any other item that the player can conceive of, and this can really disrupt almost any plan the DM can throw at them! While it has some significant limitations in the form of only being able to use any one "form" of power once, and also being limited to three "incarnations" of adaptation, this powerful item would appear to be something best avoided by the DM at all costs. This kind of item (like items that grant wishes) can really be wonderful if the players and DM agree on how the game is being played, and I think so much great storytelling and role playing can come from giving the player the ability to bypass areas or situations that they find too difficult or boring. You should consider allowing a version of this in your game, even if you only allow it to be used once (a minor version, one that has had 2 of its 3 charges used up.) Another excellent use of items like this would be for an NPC to have something like this, setting this character up to be a memorable opponent, indee
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