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Legend of Zelda inspired campaign
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<blockquote data-quote="RSIxidor" data-source="post: 6754569" data-attributes="member: 6695558"><p>I've actually done some thoughts on the items previously.</p><p></p><p>I think the LOZ items are fairly easy enough to translate. I was thinking that an LOZ sword might grant some of the abilities shown in the games, like swinging the sword to send a beam of energy and maybe also the spin attack. The former being a ranged spell attack using the same stats as you would for a regular melee attack (also, I think it should be a finesse weapon) and the latter being similar to the Ranger Whirlwind Attack feature.</p><p></p><p>The various other items should mostly be pretty simple but be sure to include stuff in your dungeons that might be solved by one of them. Including a whip? Have stuff that the whip can grab on to where the players wouldn't normally be able to go.</p><p></p><p>I saw in thread it said all player races will be allowed, including UA. I personally disagree with that approach here. Normally, I'm very open, but I'd want to dissuade flying options. Teleportation could also be an issue but maybe a solution for both is that areas where a problem movement ability might solve things too easily, they somehow become disabled or difficult.</p><p></p><p>Having just finished A Link Between Worlds I'm rather partial to the Rods in this game. I think just those could make for some very interesting dungeons with unusual solutions to problems.</p><p></p><p>Also, because it's D&D, I'd say don't limit solutions to only being possible by using those items. If the players find another way to pull a lever across a chasm and it's reasonable, let them do that instead.</p></blockquote><p></p>
[QUOTE="RSIxidor, post: 6754569, member: 6695558"] I've actually done some thoughts on the items previously. I think the LOZ items are fairly easy enough to translate. I was thinking that an LOZ sword might grant some of the abilities shown in the games, like swinging the sword to send a beam of energy and maybe also the spin attack. The former being a ranged spell attack using the same stats as you would for a regular melee attack (also, I think it should be a finesse weapon) and the latter being similar to the Ranger Whirlwind Attack feature. The various other items should mostly be pretty simple but be sure to include stuff in your dungeons that might be solved by one of them. Including a whip? Have stuff that the whip can grab on to where the players wouldn't normally be able to go. I saw in thread it said all player races will be allowed, including UA. I personally disagree with that approach here. Normally, I'm very open, but I'd want to dissuade flying options. Teleportation could also be an issue but maybe a solution for both is that areas where a problem movement ability might solve things too easily, they somehow become disabled or difficult. Having just finished A Link Between Worlds I'm rather partial to the Rods in this game. I think just those could make for some very interesting dungeons with unusual solutions to problems. Also, because it's D&D, I'd say don't limit solutions to only being possible by using those items. If the players find another way to pull a lever across a chasm and it's reasonable, let them do that instead. [/QUOTE]
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