Artifacts: Their purpose, their implementation
Posted: Sun Mar 23, 2008 7:54 pm
I have been thinking about artifacts recently, with regards to their implementation in games.
Most of them are utter crap.
Large blocks of text are dedicated to detailing their history. This is frequently used by DMs to give them an excuse to cock-slap you with plot-NPCs or even the item itself; giving more importance to the state of the item than the players and their actions.
Their stats are pretty much wholly independent of any actual game, and very commonly a set of abilities that actually break the wealth-by-level guidelines for any game; meaning that in a balanced game, whoever gets it is overpowered. Other times, the negative side-effects of artifacts (the ones that do have it) can do more harm than good, and ultimately serve as a curse rather than a boon; which brings us back to the player being donkey-punched by the DM in the name of plot.
Now, in theory, the stats could actually be balanced for the game in its use. But this is largely by accident, because the numbers are static and designed independent of the varied abilities of players & campaigns. When the DM just tweaks the stats, we reenter Oberoni-land and can argue against giving 'generic' stats for any artifact. The rare few artifacts that do give advice on how to put them into a game are crap too; usually consisting of "stick it in the treasure chest and hilarity ensues".
Also, when they are used, they tend to be singular in their presence, meaning no other artifacts are moving about the party. This creates a form of overpoweredness in storyline importance, which can leave the other players resentful of the spotlight hogging. This isn't something that happens all the time though, and is usually indicative of the item being more important than the players.
I don't terribly understand why people want artifacts to do this. For numerical balance, an artifact doesn't actually need to be any different from any other magic item aside for plot significance; such as being the last Dragonball or cultural treasure or any number of excuses to throw level-appropriate opponents at the party.
Man, I wish I remembered why I was ranting about this. My computer restarted itself and I got distracted doing something else, now my train of thought is lost.
Most of them are utter crap.
Large blocks of text are dedicated to detailing their history. This is frequently used by DMs to give them an excuse to cock-slap you with plot-NPCs or even the item itself; giving more importance to the state of the item than the players and their actions.
Their stats are pretty much wholly independent of any actual game, and very commonly a set of abilities that actually break the wealth-by-level guidelines for any game; meaning that in a balanced game, whoever gets it is overpowered. Other times, the negative side-effects of artifacts (the ones that do have it) can do more harm than good, and ultimately serve as a curse rather than a boon; which brings us back to the player being donkey-punched by the DM in the name of plot.
Now, in theory, the stats could actually be balanced for the game in its use. But this is largely by accident, because the numbers are static and designed independent of the varied abilities of players & campaigns. When the DM just tweaks the stats, we reenter Oberoni-land and can argue against giving 'generic' stats for any artifact. The rare few artifacts that do give advice on how to put them into a game are crap too; usually consisting of "stick it in the treasure chest and hilarity ensues".
Also, when they are used, they tend to be singular in their presence, meaning no other artifacts are moving about the party. This creates a form of overpoweredness in storyline importance, which can leave the other players resentful of the spotlight hogging. This isn't something that happens all the time though, and is usually indicative of the item being more important than the players.
I don't terribly understand why people want artifacts to do this. For numerical balance, an artifact doesn't actually need to be any different from any other magic item aside for plot significance; such as being the last Dragonball or cultural treasure or any number of excuses to throw level-appropriate opponents at the party.
Man, I wish I remembered why I was ranting about this. My computer restarted itself and I got distracted doing something else, now my train of thought is lost.