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[Adventurer's Vault] Problematic Items
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<blockquote data-quote="SableWyvern" data-source="post: 4470993" data-attributes="member: 1008"><p><strong>Orb of Impenetrable Escape and Orb of Mental Domination</strong></p><p>Two issues with these.</p><p>1. They stack with what many already consider a broken power (Wizard Orb Mastery)</p><p>2. They represent objective power creep -- they're equivalent to the same level Orbs from the PHB, with extra abilities that have no drawback. This is in contrast to most level 6/11/16/21/26 level items, and the new armours, which either trade one benefit for another, or they offer a benefit that comes at a cost.</p><p></p><p><strong>Antipathy Gloves</strong></p><p>Only the level 10 version is described.</p><p></p><p><strong>Potion of Accuracy</strong></p><p>I can see what they're attempting to do here, and it makes sense, but the implementation seems all wrong.</p><p></p><p>The level 8 version gives +1 to a level 8 or 9 character, and nothing to a higher level one.</p><p>The level 13 version gives +2 at level 13, +1 at levels 14 nd 15, nothing thereafter.</p><p>The level 18 version gives +1 at levels 18 and 19, nothing thereafter.</p><p>Etc...</p><p></p><p>There is a window of 2-3 levels at a time where brewing such a potion has benefits, and then a 2-3 level wait until it becomes worthwhile again.</p><p></p><p>Would it be unbalanced to change it so that they provide the following:</p><p></p><p>Level 8: 7 - 1/2 level</p><p>Level 13: 9 - 1/2 level</p><p>Level 18: 12 - 1/2 level</p><p>Level 23: 14 - 1/2 level</p><p>Level 28: 16 - 1/2 level</p><p></p><p>With this progression, the potions initially give +3, dwindling to +1 as the next potion becomes available. I don't think the +3 is unbalancing, but DMs would want to be more careful about handing out higher level versions.l</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 4470993, member: 1008"] [b]Orb of Impenetrable Escape and Orb of Mental Domination[/b] Two issues with these. 1. They stack with what many already consider a broken power (Wizard Orb Mastery) 2. They represent objective power creep -- they're equivalent to the same level Orbs from the PHB, with extra abilities that have no drawback. This is in contrast to most level 6/11/16/21/26 level items, and the new armours, which either trade one benefit for another, or they offer a benefit that comes at a cost. [b]Antipathy Gloves[/b] Only the level 10 version is described. [b]Potion of Accuracy[/b] I can see what they're attempting to do here, and it makes sense, but the implementation seems all wrong. The level 8 version gives +1 to a level 8 or 9 character, and nothing to a higher level one. The level 13 version gives +2 at level 13, +1 at levels 14 nd 15, nothing thereafter. The level 18 version gives +1 at levels 18 and 19, nothing thereafter. Etc... There is a window of 2-3 levels at a time where brewing such a potion has benefits, and then a 2-3 level wait until it becomes worthwhile again. Would it be unbalanced to change it so that they provide the following: Level 8: 7 - 1/2 level Level 13: 9 - 1/2 level Level 18: 12 - 1/2 level Level 23: 14 - 1/2 level Level 28: 16 - 1/2 level With this progression, the potions initially give +3, dwindling to +1 as the next potion becomes available. I don't think the +3 is unbalancing, but DMs would want to be more careful about handing out higher level versions.l [/QUOTE]
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