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General Tabletop Discussion
*TTRPGs General
Can a system that allows Players to make any magic item in D&D be balanced?
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<blockquote data-quote="John Out West" data-source="post: 7544551" data-attributes="member: 6893656"><p>With some help from you guys I cut some of the fat from the Artificing system. You can see it <a href="https://storage.googleapis.com/wzukusers/user-28883749/documents/5c2eef4cbca59CWPIBEp/Aritificing%201.2.pdf" target="_blank">here</a>.</p><p></p><p>I did this shortening by adding in a half-page that let me remove a large chunk from every school of magic, and allow them to create their own powers. I posted the half-page below, and I would love if you would try to see how it feels from the perspective of a player or a GM, and if you can find a way to break it I would be appreciative!</p><p></p><p></p><p>Secret Powers:</p><p> Artificers can potentially learn, find, or create new Powers that are not on the list below. These new powers have endless possibilities and generally adhere to the following guidelines:</p><p> (Damage) Is always used when determining the potential of damage, healing, Increases or decreases of maximum health.</p><p> (Distance) is used to determine the distance potential of a Power, how far away, long, wide, or tall the effect it creates is.</p><p> (Duration) is used to determine how long the effects of an impermanent Power last.</p><p> (Attunement) is required by items that are difficult to control, give stat bonuses, resistances, or involve an artifice’s user.</p><p> (Charges) are used by taxing Powers, such as healing, changing the form of animate targets, and resurrection.</p><p> (Feeble) is assigned to any power that could potentially defeat a healthy creature instantly under ordinary circumstances.</p><p> Artifices use magic energy to manipulate the world, but they cannot create matter. Conjurers can bring water from here to there, and Transmuters can turn air to water, but nothing can turn energy into matter.</p></blockquote><p></p>
[QUOTE="John Out West, post: 7544551, member: 6893656"] With some help from you guys I cut some of the fat from the Artificing system. You can see it [URL="https://storage.googleapis.com/wzukusers/user-28883749/documents/5c2eef4cbca59CWPIBEp/Aritificing%201.2.pdf"]here[/URL]. I did this shortening by adding in a half-page that let me remove a large chunk from every school of magic, and allow them to create their own powers. I posted the half-page below, and I would love if you would try to see how it feels from the perspective of a player or a GM, and if you can find a way to break it I would be appreciative! Secret Powers: Artificers can potentially learn, find, or create new Powers that are not on the list below. These new powers have endless possibilities and generally adhere to the following guidelines: (Damage) Is always used when determining the potential of damage, healing, Increases or decreases of maximum health. (Distance) is used to determine the distance potential of a Power, how far away, long, wide, or tall the effect it creates is. (Duration) is used to determine how long the effects of an impermanent Power last. (Attunement) is required by items that are difficult to control, give stat bonuses, resistances, or involve an artifice’s user. (Charges) are used by taxing Powers, such as healing, changing the form of animate targets, and resurrection. (Feeble) is assigned to any power that could potentially defeat a healthy creature instantly under ordinary circumstances. Artifices use magic energy to manipulate the world, but they cannot create matter. Conjurers can bring water from here to there, and Transmuters can turn air to water, but nothing can turn energy into matter. [/QUOTE]
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Can a system that allows Players to make any magic item in D&D be balanced?
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