pming
Legend
Hiya!
We just put our 5e campaign on hold to play some sci-fi...Shatterzone, actually; something we've never played. And so far the only thing I (we, really) have found to be a serious potential for "game breaker" is when I actually said "Yeah, sure. Lets use Feats this campaign". Initially the 5e Feats looked to be mostly "wider range, less add'ey"...but as we've played we're quickly seeing them as being a bit too powerful for us. But, time will tell, so we're sticking to them for now.
Magic item and spell wise...I'm finding that items that more or less duplicate a spell, but that ignore the spells "balancing factors" (like saves, concentration or to-hit rolls, for example) are waaaay up on the list of things to keep and eye out for. I'm all for having an item 'duplicate' a spell...but I want all the drawbacks to that spell as well. If you want something that lets you "Fly, but without needing to concentrate"...then I want some other drawback. For example, "Cloak of Flying: The wearer can Fly up to 3 times per day, for up to 1 hour each time, at a rate of 60'. The wearer must firmly grasp the edges of the cloak in his hands. The cloak then becomes something akin to a modern-day "wing suit". Letting go of either edge stops the flight". That would be a-ok in my game as the drawback is you don't get to use your hands while flying.
So, as long as a spell or item doesn't simply allow the "breaking of a rule", and instead it "enhances or changes...without outright ignoring/breaking...something". I'd much rather have an item that lets a character cast Cantrips as if he was a 1st level Wizard, than have an item that lets a 1st level wizard cast all Cantrips without needing to make an attack roll...for example.
^_^
Paul L. Ming
We just put our 5e campaign on hold to play some sci-fi...Shatterzone, actually; something we've never played. And so far the only thing I (we, really) have found to be a serious potential for "game breaker" is when I actually said "Yeah, sure. Lets use Feats this campaign". Initially the 5e Feats looked to be mostly "wider range, less add'ey"...but as we've played we're quickly seeing them as being a bit too powerful for us. But, time will tell, so we're sticking to them for now.
Magic item and spell wise...I'm finding that items that more or less duplicate a spell, but that ignore the spells "balancing factors" (like saves, concentration or to-hit rolls, for example) are waaaay up on the list of things to keep and eye out for. I'm all for having an item 'duplicate' a spell...but I want all the drawbacks to that spell as well. If you want something that lets you "Fly, but without needing to concentrate"...then I want some other drawback. For example, "Cloak of Flying: The wearer can Fly up to 3 times per day, for up to 1 hour each time, at a rate of 60'. The wearer must firmly grasp the edges of the cloak in his hands. The cloak then becomes something akin to a modern-day "wing suit". Letting go of either edge stops the flight". That would be a-ok in my game as the drawback is you don't get to use your hands while flying.
So, as long as a spell or item doesn't simply allow the "breaking of a rule", and instead it "enhances or changes...without outright ignoring/breaking...something". I'd much rather have an item that lets a character cast Cantrips as if he was a 1st level Wizard, than have an item that lets a 1st level wizard cast all Cantrips without needing to make an attack roll...for example.
^_^
Paul L. Ming