Roleplaying Magic Item Effects In Dungeons and Dragons

Last night, during the “every so often on Thursday when enough people respond affirmatively” Dungeons and Dragons campaign I play in, one of the other players commented on how reckless I was playing my character. I was a bit surprised they’d said anything, since I’m playing the party’s tank, a Barbarian with a super high AC and Hit Points to spare, but I had slowly been escalating my character’s behavior over the last few sessions. I’d gone from looking out for my allies to jumping straight into danger and even trying to get eaten by creatures large enough to do so. I had a logical explanation for all of it, most of which centered on my character’s ability to remain at a single hit point instead of falling unconscious if I passed a fairly easy constitution saving throw that got a little bit more difficult each time I made it. Behind that, though, I actually had a different reason for behaving this way at all and I finally got to spill the beans when this player started commenting on the fact that my character was betting his soul that he’d be alive after the pit fiend that he was face-to-face with had “died.” The Pit fiend didn’t take the bet and I got to explain that I was doing all of this reckless, ill-advised stuff because my character (known to the party as Sir B. F., which only one of them knows stands for Sir Biscuit Fluffington since he’s a Wizard’s cat who was awoken to consciousness by ambient magical energy and transformed into a large, beefy Cat Man when he got transported to the world we’re in) had a magic item that made him immune to fear effects. He was literally incapable of being made afraid and I decided to take it a step further by making him incapable of feeling fear.

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