Balancing This Divine Boon

Rechan

Adventurer
I'm working off the "Divine Boon" mechanic, but the circumstance for this power is that the PCs blew up a quasi-cold related artifact. This resulted in some of their equipment being enchanted.

One PC is getting a "power" from this effect.
Steal Warmth
Power (Daily) Standard Action. Range 5. Con + 2 vs. Fort. 2d8+Con cold damage, and you may spend a healing surge.
The PC in question is an Assassin, and this power is meant to help out his squishiness. I'm also debating whether to make this an implement usable power (so that the to-hit can increase), or just leave it as is.

In terms of balance, I designed it as an Encounter power, then attached a Daily requirement. Is that a good idea, when designing an item power?
 

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In terms of balance, I designed it as an Encounter power, then attached a Daily requirement. Is that a good idea, when designing an item power?
That's my personal rule of thumb when designing magic item daily abilities: each one is about as useful as a class encounter power.
 


Yeah, me too. However, when I'm "giving" out involuntary loot due to problems - our druid/tiger has a necrotic-acid scar which is statted as a cursed item, for example - I tend to lean more than ever toward making them double-edged swords.

F'rexample, maybe call it Frost Sheath: "Immediate Interrupt (Daily). When damaged by an attack. Spend a healing surge, but instead of regaining hit points, reduce the damage of the triggering attack by your surge value; if this drops it to zero, then you make an immediate saving throw against any non-damage effects of the attack as well. You then gain resist 2 all except fire, but you glitter white, inflicting a -3 to Stealth and -1 to both your speed and your Shadow Step distance (save ends all)."

When it's got a downside as well as an upside, then it's much easier to balance it out IMO. Just tailor it to your PC.
 


While that is indeed a cool power (no pun intended), that's very complicated. It:

*Is an immediate interrupt that reduces an attack damage by surge value.
*IF damage reduced to 0, make a save vs. NON-damage condition.
*Gain resist 2 all except fire.
*-3 to Stealth, -1 to speed AND shadow step distance.

And the last two are save ends?

That's too many steps. Too much to track.

Besides, my vision of the power is actually a 'reaching out, sucking someone's warmth, and healing yourself with it". It's a vampiric attack, not a defense.

I'd be sorely tempted to add that on as the sun-worshiping Dragonborn paladin's armor. Although his healing surge value is FAT. I could hamper his breath, but he's more likely to whip his breath out early.
 
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Quite right - it's probably something I'd trim down before handing it out in play. Helps to know your PC for that part, though - you just trim the bits that he won't go either "ooh!" or "ack!" about. And I can see how it very much doesn't suit your vision of what you were going for.

Maybe make it pretty sweet and tempting (a surge worth of temps - so he can stay bloodied - and a saving throw, maybe?), give it to the sun-worshipping dragonborn, BUT... it's an encounter power which is mutually exclusive in any given encounter with his breath weapon.
 

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