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<blockquote data-quote="Sadrik" data-source="post: 5943823" data-attributes="member: 14506"><p>Ok so the adventuring gear section tells a lot about how the game should be played. There are a lot of mundane pieces of equipment or kits, we dont care about those. We care about acid, poison, Ritual component pouches etc.</p><p></p><p>So with that what about them? </p><p></p><p>No discussing weapons and armor.</p><p></p><p>Here is a list of my interesting things, feel free to discuss what is wrong and where corrections should/could be made:</p><p></p><p>Acid - 1d4 for 1d4 rounds</p><p>Alchemists Fire - 1d4 per round until put out</p><p>Antitoxin - poison resist and advantage on poison saves... weaker than the dwarf...</p><p>Ball Bearings - cool, I could see if they were running they would get a penalty or disadvantage on the dex save.</p><p>Caltrops - 1 damage and the move penalty is not listed like the move penalties broken up by 5' segments etc.</p><p>Healing Potion - 1d8 hp, sure...</p><p>Holy Water - 1d4 damage seems really weak, perhaps like acid for 1d4 rounds?</p><p>Hunting Trap - 1d6 damage and 1 damage when you attempt to get out and fail?</p><p>Lock - DCs do not match the DM guidelines material</p><p>Magnifying glass - advantage really?</p><p>Oil - 5 damage no die rolling?</p><p>Poison, Basic - damage is immediate and only 1d4 and only once on a failed save. This does not seem right. How does this gel with the HP explanation?</p><p>Ritual Component Pouch - cool with just through gold in the top and pulling specific components out when needed?</p><p>Tome - magical book of knowledge?</p><p>Thieves Tools - only those with trained to use them, what does that mean?</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5943823, member: 14506"] Ok so the adventuring gear section tells a lot about how the game should be played. There are a lot of mundane pieces of equipment or kits, we dont care about those. We care about acid, poison, Ritual component pouches etc. So with that what about them? No discussing weapons and armor. Here is a list of my interesting things, feel free to discuss what is wrong and where corrections should/could be made: Acid - 1d4 for 1d4 rounds Alchemists Fire - 1d4 per round until put out Antitoxin - poison resist and advantage on poison saves... weaker than the dwarf... Ball Bearings - cool, I could see if they were running they would get a penalty or disadvantage on the dex save. Caltrops - 1 damage and the move penalty is not listed like the move penalties broken up by 5' segments etc. Healing Potion - 1d8 hp, sure... Holy Water - 1d4 damage seems really weak, perhaps like acid for 1d4 rounds? Hunting Trap - 1d6 damage and 1 damage when you attempt to get out and fail? Lock - DCs do not match the DM guidelines material Magnifying glass - advantage really? Oil - 5 damage no die rolling? Poison, Basic - damage is immediate and only 1d4 and only once on a failed save. This does not seem right. How does this gel with the HP explanation? Ritual Component Pouch - cool with just through gold in the top and pulling specific components out when needed? Tome - magical book of knowledge? Thieves Tools - only those with trained to use them, what does that mean? [/QUOTE]
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