D&D (2024) 2024 Magic Items, Crafting, Etc

what's with the idea of "item regains dX charges every day"? why not all charges?

Only thing that will come from this is:

I rolled "1" on my item recharge,
Well, guess we are staying here another 24hrs.
I rolled "1" again, heh, we are staying another 24hrs here...
 

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I have to admit, I'm not thrilled about this. I dislike the idea of crafting items. It means that every party starts getting very cookie cutter because it doesn't take too long to figure out what items are the best bang for the buck.

I like the idea of magic items being an actual reward - something you get that might not be exactly what you want, but, still is cool and evocative. A wand of healing is neither cool nor evocative, nor is the fifteenth wand of magic missiles.

I'm a HUGE fan of Griffon's Saddlebag for magic items. Bringing back item crafting rules rubs me the wrong way.
 

I thought True Strike was for an attack on the same turn now.
It is. Thief can use a magic item as a bonus action. They use the bonus action magic item to cast true strike, which causes an attack which can be a sneak attack. Then with their action, they ready an action to do a regular attack as soon as the next turn starts for someone else, which also is a sneak attack. Therefore two sneak attacks per round.
 

It is. Thief can use a magic item as a bonus action. They use the bonus action magic item to cast true strike, which causes an attack which can be a sneak attack. Then with their action, they ready an action to do a regular attack as soon as the next turn starts for someone else, which also is a sneak attack. Therefore two sneak attacks per round.
See, this is the kind of thing I'm not particularly happy about. If this works like this, then every single rogue will have a weapon that does this because- well - it's just too good to not have. Double your attacks per round at the cost of a single minor magic item? Of course a rogue will take this.

To me, that's the definition of unbalanced. If a given option is so good that it becomes the default. That a character would be foolish not to have this.

This is something I'm likely going to have to think about long and hard.
 

If you use Enspelled Weapon to enchant your bow with Truestrike then a Thief subclass can use the magic item as a bonus action to have it cast Truestrike (on your turn). Then you use the ready action to attack as a reaction on the next person's turn.

People were previously arguing that it wouldn't work this way with spell scrolls but it's hard to use that same logic here where you are use charges of the item to cast the spell. Seems pretty cut and dried that this is directly what Fast Hands is intended to do.
Yeah apparently the enspelled items isn't even you casting the spell. They even have fixed spell DCs unrelated to you, and are oriented on a charge being used. I just don't see them not working with Fast Hands.
 

Double your attacks per round at the cost of a single minor magic item? Of course a rogue will take this.

To me, that's the definition of unbalanced. If a given option is so good that it becomes the default. That a character would be foolish not to have this.
This isn't new, it's just another way to get two sneak attacks per round, which people have been doing forever. Also, other Rogue subclasses can easily do two sneak attacks as well, it's not like this is some unique Thief capability

I suspect this will become popular since it's easy and doesn't require teamwork with an ally, but Rogues do weak damage even with two sneak attacks per round (but arguably make up for it with strong non-combat utility), so I can't see how it's all that unbalanced.
 

See, this is the kind of thing I'm not particularly happy about. If this works like this, then every single rogue will have a weapon that does this because- well - it's just too good to not have. Double your attacks per round at the cost of a single minor magic item? Of course a rogue will take this.

To me, that's the definition of unbalanced. If a given option is so good that it becomes the default. That a character would be foolish not to have this.

This is something I'm likely going to have to think about long and hard.
It only works with the Thief subclass, and it's too costly to do it all the time.
 

This isn't new, it's just another way to get two sneak attacks per round, which people have been doing forever. Also, other Rogue subclasses can easily do two sneak attacks as well, it's not like this is some unique Thief capability

I suspect this will become popular since it's easy and doesn't require teamwork with an ally, but Rogues do weak damage even with two sneak attacks per round (but arguably make up for it with strong non-combat utility), so I can't see how it's all that unbalanced.
Yeah in the video he lists many ways to do this under 2014 rules, and in the comments even more people mentioned other ways. In the video Pack Tactics even prefers a caster throw a Command spell to draw an opportunity attack from multiple people, one of which is the rogue sneak attacking.
 

I am pleased to see they have reverted to the version of the wand of magic missiles that was included in LMoP. That’s the version I’ve been using the entire time (rather than the 2014 DMG version).


See, this is the kind of thing I'm not particularly happy about. If this works like this, then every single rogue will have a weapon that does this because- well - it's just too good to not have. Double your attacks per round at the cost of a single minor magic item? Of course a rogue will take this.

To me, that's the definition of unbalanced. If a given option is so good that it becomes the default. That a character would be foolish not to have this.

This is something I'm likely going to have to think about long and hard.
Good thing it’s entirely up to the DM and not the players whether they can get their hands on an item like this!
 

I'm not sure about letting players craft all items(with level requirements OFC), but if balanced it could work.

PHB could have included the bland +1/+2/+3 items as just better versions of "stock" items.

off-topic: shields should not have +1/+2/+3 bonus but it own special effects.
+2 AC is enough for the shield as doubling shield and armor magic bonuses break AC math.
+1 shield could be a special magic shield that requires attunement.
 

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