Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Belts of Giant Strength?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="NotAYakk" data-source="post: 9717092" data-attributes="member: 72555"><p>My solution is to make them neither fixed strength nor stat boosting. Instead they grant a <strong>Might</strong> die, plus something fun as well.</p><p></p><p><strong>Might Die</strong>: A might die adds to <strong>Strength</strong> attribute checks, saving throws, and weapon attacks made using strength. If you have more than one Might die, you can roll them all and pick the highest.</p><p></p><p>If you have a Might Die, your carrying capacity is multiplied by the largest value of the might die.</p><p></p><p>Note that these do not add to accuracy. This is intentional; I like my accuracy to be bounded.</p><p></p><p>Example items using Might dice:</p><p></p><p><strong>Guantlets of Ogre Power</strong>: (Uncommon, requires Attunement)</p><p>Grants a 1d4 <strong>Might</strong> die. In addition, you can wield two handed melee weapons in one hand; if you do so, they lose the HEAVY property.</p><p></p><p><strong>Belt of Hill Giant Strength</strong>: (Rare, requires Attunement)</p><p>Grants a 1d6 <strong>Might</strong> die. In addition, as an action you can throw a boulder with 40/80 range of up to 10 lbs. It acts as a thrown weapon that deals 1d8 bludgeoning damage for every 5 lbs of weight (max 2d8 (9)).</p><p></p><p><strong>Belt of Stone Giant Strength</strong>: (Very Rare, requires Attunement)</p><p>Grants a 1d8 <strong>Might</strong> die. You can cast Mold Earth at-will and Stone Shape as a ritual. In addition, as an action you can throw a boulder with 60/120 range of up to 20 lbs. It acts as a thrown weapon that deals 1d12 bludgeoning damage for every 5 lbs of weight (max 4d12 (26)).</p><p></p><p><strong>Belt of Frost Giant Strength</strong>: (Very Rare, requires Attunement)</p><p>Grants a 1d8 <strong>Might</strong> die and you gain resistance to Fire and immunity to Cold damage. In addition, as an action you can throw a boulder with 40/80 range of up to 15 lbs. It acts as a thrown weapon that deals 1d8 bludgeoning and 1d4 cold damage for every 5 lbs of weight (max 3d8 (13)+3d4 (7))</p><p></p><p><strong>Belt of Fire Giant Strength</strong>: (Very Rare, requires Attunement)</p><p>Grants a 1d8 <strong>Might</strong> die and you gain immunity to Fire damage. When hit by a melee attack or grappled, you can cast <strong>Hellish Rebuke</strong>; once you have done so, you cannot do so again until the next noon. In addition, as an action you can throw a boulder with 40/80 range of up to 15 lbs. It acts as a thrown weapon that deals 1d8 bludgeoning and 1d4 fire damage for every 5 lbs of weight (max 3d8 (13)+3d4 (7)).</p><p></p><p><strong>Belt of Cloud Giant Strength</strong>: (Legendary, requires Attunement)</p><p>Grants a 1d10 <strong>Might</strong> die. You can cast invisibility, feather fall, misty step, fog cloud, and levitation on yourself; once you have cast each, you cannot cast that one again until the next noon. In addition, as an action you can throw a boulder with 40/80 range of up to 20 lbs. It acts as a thrown weapon that deals 1d10 bludgeoning damage for every 5 lbs of weight (max 4d10 (22)).</p><p></p><p><strong>Belt of Storm Giant Strength</strong>: (Legendary, requires Attunement)</p><p>Grants a 1d12 <strong>Might</strong> die and you gain immunity to lightning damage and resistance to thunder damage. In addition, you can create and throw a lightning bolt as an action. The bolts act as a thrown weapon with 50/100 range and deals 3d12 lightning damage. The lightning bolts dissipate at the end of the turn they leave your possession, or if you summon another bolt.</p><p></p><p>The "side ability" scales with the rarity of the item. You can make the <strong>Might</strong> die system work for other attributes.</p><p></p><p><strong>Reflex</strong> die for Dex</p><p></p><p><strong>Fortitude</strong> die for Con (it adds to rolls that heal you directly)</p><p></p><p><strong>Lore </strong>die for Int, <strong>Oracle</strong> die for Wis, <strong>Glamour</strong> die for Cha (all add damage on attribute-based spells as well, at most once per target)</p><p></p><p>Add side benefits with higher rarities to taste. Make the item not just "Belt of Dexterity", but something else, then add another ability based on <strong>that</strong> flavour (like I did with the giant belts).</p><p></p><p>The giant bolders; you either need to truck a huge number of such boulders around, or you'll have a limited amount of ammo. They scale from 2d8 up to 4d10 damage (plus strength, plus might die), but they require an action to throw them (so no multiple attacks).</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9717092, member: 72555"] My solution is to make them neither fixed strength nor stat boosting. Instead they grant a [B]Might[/B] die, plus something fun as well. [B]Might Die[/B]: A might die adds to [B]Strength[/B] attribute checks, saving throws, and weapon attacks made using strength. If you have more than one Might die, you can roll them all and pick the highest. If you have a Might Die, your carrying capacity is multiplied by the largest value of the might die. Note that these do not add to accuracy. This is intentional; I like my accuracy to be bounded. Example items using Might dice: [B]Guantlets of Ogre Power[/B]: (Uncommon, requires Attunement) Grants a 1d4 [B]Might[/B] die. In addition, you can wield two handed melee weapons in one hand; if you do so, they lose the HEAVY property. [B]Belt of Hill Giant Strength[/B]: (Rare, requires Attunement) Grants a 1d6 [B]Might[/B] die. In addition, as an action you can throw a boulder with 40/80 range of up to 10 lbs. It acts as a thrown weapon that deals 1d8 bludgeoning damage for every 5 lbs of weight (max 2d8 (9)). [B]Belt of Stone Giant Strength[/B]: (Very Rare, requires Attunement) Grants a 1d8 [B]Might[/B] die. You can cast Mold Earth at-will and Stone Shape as a ritual. In addition, as an action you can throw a boulder with 60/120 range of up to 20 lbs. It acts as a thrown weapon that deals 1d12 bludgeoning damage for every 5 lbs of weight (max 4d12 (26)). [B]Belt of Frost Giant Strength[/B]: (Very Rare, requires Attunement) Grants a 1d8 [B]Might[/B] die and you gain resistance to Fire and immunity to Cold damage. In addition, as an action you can throw a boulder with 40/80 range of up to 15 lbs. It acts as a thrown weapon that deals 1d8 bludgeoning and 1d4 cold damage for every 5 lbs of weight (max 3d8 (13)+3d4 (7)) [B]Belt of Fire Giant Strength[/B]: (Very Rare, requires Attunement) Grants a 1d8 [B]Might[/B] die and you gain immunity to Fire damage. When hit by a melee attack or grappled, you can cast [B]Hellish Rebuke[/B]; once you have done so, you cannot do so again until the next noon. In addition, as an action you can throw a boulder with 40/80 range of up to 15 lbs. It acts as a thrown weapon that deals 1d8 bludgeoning and 1d4 fire damage for every 5 lbs of weight (max 3d8 (13)+3d4 (7)). [B]Belt of Cloud Giant Strength[/B]: (Legendary, requires Attunement) Grants a 1d10 [B]Might[/B] die. You can cast invisibility, feather fall, misty step, fog cloud, and levitation on yourself; once you have cast each, you cannot cast that one again until the next noon. In addition, as an action you can throw a boulder with 40/80 range of up to 20 lbs. It acts as a thrown weapon that deals 1d10 bludgeoning damage for every 5 lbs of weight (max 4d10 (22)). [B]Belt of Storm Giant Strength[/B]: (Legendary, requires Attunement) Grants a 1d12 [B]Might[/B] die and you gain immunity to lightning damage and resistance to thunder damage. In addition, you can create and throw a lightning bolt as an action. The bolts act as a thrown weapon with 50/100 range and deals 3d12 lightning damage. The lightning bolts dissipate at the end of the turn they leave your possession, or if you summon another bolt. The "side ability" scales with the rarity of the item. You can make the [B]Might[/B] die system work for other attributes. [B]Reflex[/B] die for Dex [B]Fortitude[/B] die for Con (it adds to rolls that heal you directly) [B]Lore [/B]die for Int, [B]Oracle[/B] die for Wis, [B]Glamour[/B] die for Cha (all add damage on attribute-based spells as well, at most once per target) Add side benefits with higher rarities to taste. Make the item not just "Belt of Dexterity", but something else, then add another ability based on [B]that[/B] flavour (like I did with the giant belts). The giant bolders; you either need to truck a huge number of such boulders around, or you'll have a limited amount of ammo. They scale from 2d8 up to 4d10 damage (plus strength, plus might die), but they require an action to throw them (so no multiple attacks). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Belts of Giant Strength?
Top