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Unearthed Arcana: Magic Items of Eberron
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<blockquote data-quote="Leatherhead" data-source="post: 7760757" data-attributes="member: 53176"><p>I'm having that nagging feeling of Deja-Vu <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p><strong>Armblades</strong> are lacking. The fact that they disable your hand is enough of a cost for a "immune to disarm" one-handed weapon. For something with attunement it should do something spiffy, like retract into your arm. And if it does, it should allow you to trigger all such sheathed items with the same bonus action.</p><p></p><p><strong>Orbs of Shielding</strong> are wonky in terms of power. On the one hand, you can use one to walk through a burning building like the terminator. On the other hand negating 1d4 radiant damage with a reaction becomes a pittance really quick. Changing it up to full-blown resistance, once per rest or so, would even out the kinks like that.</p><p></p><p>Two-Handed Arcane Focuses seem like they would cause quite a bit of headaches. Adding 50% to 5' is going to beg the question "how many squares is this attack?" And IMO, rods are already overpowered when compared to other focus types. The 180' effective range on the long distance cantrips really tilts ranged combat in favor of casters, because that's longer than any mundane weapon can reach without disadvantage. It also effectively doubles the amount of combat ranges that you have to keep track of in Theater of the Mind combat.</p><p></p><p><strong>Wand Sheaths</strong> are a bit closer to the mark. Though they should explicitly state that you can hide your wand when it's retracted.</p><p></p><p>Everything else functions more or less like I would expect it to.</p><p></p><p>As for the turmoil over this book being used for Early Access:</p><p>I was very apprehensive of the model: Pay and Play then Patch is not a game design mode I favor. However, WotC did tell you what was going to happen with product. So I don't understand why people are surprised with it.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7760757, member: 53176"] I'm having that nagging feeling of Deja-Vu :P [B]Armblades[/B] are lacking. The fact that they disable your hand is enough of a cost for a "immune to disarm" one-handed weapon. For something with attunement it should do something spiffy, like retract into your arm. And if it does, it should allow you to trigger all such sheathed items with the same bonus action. [B]Orbs of Shielding[/B] are wonky in terms of power. On the one hand, you can use one to walk through a burning building like the terminator. On the other hand negating 1d4 radiant damage with a reaction becomes a pittance really quick. Changing it up to full-blown resistance, once per rest or so, would even out the kinks like that. Two-Handed Arcane Focuses seem like they would cause quite a bit of headaches. Adding 50% to 5' is going to beg the question "how many squares is this attack?" And IMO, rods are already overpowered when compared to other focus types. The 180' effective range on the long distance cantrips really tilts ranged combat in favor of casters, because that's longer than any mundane weapon can reach without disadvantage. It also effectively doubles the amount of combat ranges that you have to keep track of in Theater of the Mind combat. [B]Wand Sheaths[/B] are a bit closer to the mark. Though they should explicitly state that you can hide your wand when it's retracted. Everything else functions more or less like I would expect it to. As for the turmoil over this book being used for Early Access: I was very apprehensive of the model: Pay and Play then Patch is not a game design mode I favor. However, WotC did tell you what was going to happen with product. So I don't understand why people are surprised with it. [/QUOTE]
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