Adv2 Item sets

Very interesting discussion, in our group also we do not have many arguments over items that drop because everything pretty much only "works" for one person.

We have a rogue, fighter, cleric, warlock & wizard - the only thing everyone was interested in was the Crown Jewel of Chessendra, but we decided that the Warlock had the best Cha score and the worst defenses so we couldnt give as big a claim to it as himself.

Every implement is a no brainer, every weapon is close to a no brainer (our rogue has a homebrew artifact claw which is part of the backbone of the storyline of our campaign).
 

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So Saeviomagy why not just give all characters an at will destructo beam that obliterates its target and has a static +50 to the attack roll.

Its unbalanced when combined with monsters, not between different classes.

So... are you arguing that the game would be better if only one character out of the party could use the at will destructo beam that obliterates its target and has a static +50 to the attack roll than if everyone had the at will destructo beam that obliterates its target and has a static +50 to the attack roll?
 

So... are you arguing that the game would be better if only one character out of the party could use the at will destructo beam that obliterates its target and has a static +50 to the attack roll than if everyone had the at will destructo beam that obliterates its target and has a static +50 to the attack roll?
Obviously, the solution is to remove the at-will destructo beam...
Though. No, I think the solution is to nerf it, because the name needs to stay.

Maybe for the "Borg" power source.
 


So... are you arguing that the game would be better if only one character out of the party could use the at will destructo beam that obliterates its target and has a static +50 to the attack roll than if everyone had the at will destructo beam that obliterates its target and has a static +50 to the attack roll?

No, Im saying that if something is overpowered, the solution isn't to give it to everybody. The solution is to nerf or remove it.
 

Ok, perhaps we should actually use examples.

Let's assume for the moment that our DM has banned reckless, radiant and bloodclaw weapons.

Would we see different weapon properties or would they default to the NEXT best weapon property?
 

Ok, perhaps we should actually use examples.

Let's assume for the moment that our DM has banned reckless, radiant and bloodclaw weapons.

Would we see different weapon properties or would they default to the NEXT best weapon property?
What would be the next best weapon property?

I think one of the reason Bloodclaw or Radiant are seen as "superior" is because the effect is simple to adjudicate and has a clear effect. You deal more damage. No conditions, no circumstances to matter. You just deal more damage. You can see how that is useful in every fight.
The second reason is that the bonus is probably simply too good.


If you look at armors - is it better to have an armor that grants you a healing surge for free, or an armor that grants you 10 points of necrotic resistance?

Sure, if you never encounter undead, you might prefer that extra healing surge. But then, if you actually encounter one, you will really really love that 10 points damage less you will take every few rounds in that combat. The extra surge will probably not actually cut it!

Now imagine you had a choice between an Armor that grants you damage resistance against all damage of 5 and an armor that grants you necrotic resistance 15. The choice suddenly seems a lot easier to me. Sure, that 15 points of resistance sound awesome when you neded the, but those 5 are guaranteed, for every enemy! You can't do anything wrong with that.
 

Weapons are too specialized, Rogues can only sneak attack with a subset of the weapons available. Their implements. Fighters work best if they chose a subset of the weapons they can use, and take feats/powers that relate. Their implements.

I prefer this system to 3.5's way of doing things. I don't know if I ever got an item that wasn't in the DMG (or homebrewed), and those were pretty broadly generic.

Back to the subject on hand, though, Item Sets. I have now seen and heard arguments that the sets are too weak and too powerful, to derivative and too new, too useless and too good to pass up. That says to me that there is no real experience with these yet. For heaven's sake, they just came out! How can anyone have the in game experience to know what (if anything) is wrong with them. It is the armchair quarterbacking of wotc's every move that continues to irk me. I am by no means a blind supporter, I just think that things should be given a shot before they are torn apart.

Personally, were I playing in a campaign that had item sets, I would consider going for one. I think they sound like they could be fun. A cherry on top of my magic item sundae.

Jay
 

I know Diablo had them. I'm trying to think of a game that had them -before- diablo.

Hehehehe

Diablo started that for shure. ^^

Actually I think its a great idea, and usualy Diablo and other online games balanced that very well. Usually the set where not "the best" itens for their slots, but usually they were the best for people with mid budget.

Transfering to DnD I think set ite scarry a HUGE roleplay weight. Add some nice story and set itens can be as nice as artifacts , story-wise.
 

Blades(swordmage), Songblades, Songbows and the subset implements(con-lock rods, fey-lock rods, artificer rods, yada).

Weapons arent this specialized, why do Implements have to be?

Weapons are specialized by the feats that work best with them, Implements are specialized by class.

As well implements would, without that specialization, be exactly the same, whereas weapons are -each- an individual set of stats.
 

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