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Magic (tech) defect table?

Started by solomani, April 17, 2023, 02:38:39 AM

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solomani

hi all, in my setting I like all my magic items (in my science-fantasy setting, actually technological in nature) to have drawbacks.  I also like my PCs to essentially craft their own items as I find this more engaging for the PCs.  The problem I have found is that the crafted items don't have defects hence there is a tendency to start min-maxing items.  Now I have plenty of ways to get rid of items - item wastage rules as well as magic items just failing on a natural 1.

Having said that I wanted to introduce a chance for a defect in magic item creation.  Here is what I have come up with, but I wonder if there is a table out there that lists a bunch of defects/flaws for magic items/tech items? I thought metamorphic had such a table but it doesn't. I play 5e but leverage OSR, 1e, BECMI etc extensively.  Thanks.

**DEFECT**
Due to the age of the auto-forge it's a testament to the Ancients that it works at all. There is a chance a defect is inadvertently introduced into a manufactured or upgraded item. Each time an item is produced or upgraded there is a 1 in 20 chance a defect is introduced, the die decreases by 1 step for each upgrade, i.e., the first upgrade is 1 in 20, the next is 1 in 12, then 1 in 8, then 1 in 6 and finally 1 in 4. If a defect is introduced roll on the table below to determine what it is.

d8   effect
1-2   Non-rechargabe batteries - depletion range is doubled.
3   Leaky energy cell - if a weapon, it now does half damage to wielder each time it is used. If not a weapon, assume this was an 8.
4   Mutagenic field - the item gives off gamma rays. Each time it is used roll your radiation die.
5   Fragile - the next time you score a critical hit (or a critical hit is scored against you) the damage is maximised and tripled, but the item breaks permanently (if armour or shield, the armour nullifies all damage, but then cracks and becomes useless).
6   Unstable - if the item has a secondary attack, energy type or other ability beyond what is considered mundane for the item type (so AC for armour, damage die/type for weapons etc), that feature only works 1 per day. For example, a bow that does cold damage, only does cold damage 1/day, otherwise it does piercing damage only.
7   Quantum inconsistency - if the item is a magic weapon, armour or shield, it looses this trait each time you roll a natural 20 until you take a long rest.
8   Special - the item has a defect specific to its type. For example, a bag of holding has a 1 in 4 chance of producing an angry racoon instead of the required item when used. Specifics to be determined by the DM.