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4E Power Calculator?
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<blockquote data-quote="MoutonRustique" data-source="post: 7234326" data-attributes="member: 22362"><p>As far as I know, there are no such guidelines.</p><p></p><p>The way to do it is to look at the other powers of the same level - and post them on boards to have eager enthusiasts tear... I mean <em>critique</em> them! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>The big, big <em><strong>big</strong></em> thing to remember is that balance matters only at the table during play. In other words : if you create something that would be completely broken when combined with Y but your table doesn't have Y, then the point is moot - your stuff isn't broken at your table.</p><p></p><p>There is a <em><strong>huge </strong></em>difference between making a homebrew thing work correctly for <strong><u>a</u></strong> campaign and making something to "add to 4e for everyone" (as a <em>Dragon </em>article for example.)</p><p></p><p>As an example:</p><p>- I gave a player a "cursed abyssal staff of ruin" : <em>every time he casts a spell (he's a warlock), he takes 3 damage and deals +9 damage. </em> - That is completely bonkers on it's face! But in this game, it works - and the player <em>still</em> manages to under-perform... (he legit rolls 8 or below on d20 rolls 90% of the time!)</p><p>- In the same campaign, I gave the swordmage a boon that basically copies the Runepriest's healing power. That's also bonkers! But again, in <em>this</em> campaign, with this group, with these players, it works!</p><p></p><p>None of this is to mean that anything is a good idea - but it does illustrate the point that 4e is fairly resilient.</p><p><strong></strong></p><p><strong>TL;DR - you can probably eyeball it.</strong></p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7234326, member: 22362"] As far as I know, there are no such guidelines. The way to do it is to look at the other powers of the same level - and post them on boards to have eager enthusiasts tear... I mean [I]critique[/I] them! ;) The big, big [I][B]big[/B][/I] thing to remember is that balance matters only at the table during play. In other words : if you create something that would be completely broken when combined with Y but your table doesn't have Y, then the point is moot - your stuff isn't broken at your table. There is a [I][B]huge [/B][/I]difference between making a homebrew thing work correctly for [B][U]a[/U][/B] campaign and making something to "add to 4e for everyone" (as a [I]Dragon [/I]article for example.) As an example: - I gave a player a "cursed abyssal staff of ruin" : [I]every time he casts a spell (he's a warlock), he takes 3 damage and deals +9 damage. [/I] - That is completely bonkers on it's face! But in this game, it works - and the player [I]still[/I] manages to under-perform... (he legit rolls 8 or below on d20 rolls 90% of the time!) - In the same campaign, I gave the swordmage a boon that basically copies the Runepriest's healing power. That's also bonkers! But again, in [I]this[/I] campaign, with this group, with these players, it works! None of this is to mean that anything is a good idea - but it does illustrate the point that 4e is fairly resilient. [B] TL;DR - you can probably eyeball it.[/B] [/QUOTE]
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