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General Tabletop Discussion
*Dungeons & Dragons
Can YOU Balance this Magic Item??
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<blockquote data-quote="Falcordragon" data-source="post: 8577850" data-attributes="member: 7035396"><p>How did it end up turning out? Did it end up feeling overpowered? Balanced? Sorry, I know this is an oldish thread, but I just came across it and I worked up my version just for giggles... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I like what you ended up with, I went a slightly different route and like others have said, it definitely only really fits a particular type of campaign... but it certainly looks fun for that kind of campaign. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Lemme know what you thought about my version. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Like others said, not sure about the weight though if you just had them drag it when not using it for comedic effect, as I mentioned below, it wouldn't matter so much. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I like the reach, but I’d say only for a single target, and I really like the AOE aspect but like others have said 24 squares is a bit too much, why not say it’s only the usual 5-foot reach for AOE but 10 for a single target, (per attack obviously) as you extend farther in to reach that one target. </p><p></p><p>The sword burst cantrip idea for 1 charge sounds reasonable. The original I was leaning towards was having the sword require 1 charge for each person within the range that it hits, so that would be up to 8 with the normal reach. Or if you go with the cantrip route, maybe use the cantrip scaled damage (This spell's damage increases by 1d6 (and 1 charge) when you reach 5th level (2 charges, and 2d6), 11th level (3 charges and 3d6), and 17th level (4 charges and 4d6)) And he can only channel the extra charges through when he reaches the levels listed (treat it as the longer he’s bonded with the sword the more the can do... etc..)</p><p></p><p>Definitely only 2 handed.</p><p></p><p>Call to hand in most campaigns is a flavor thing more than anything because many just treat items you’re not wielding as “in the backpack” but with a weapon like that obviously, it wouldn’t fit... but I kind of love the idea of the fighter actually describing it as hauling that huge-ass weapon behind him, dragging it along, leaving a trench in the ground behind him, Maybe using a charge to make it disappear instead of appearing and allowing him to only summon it if he used the charge to make it go away. </p><p></p><p>The knockdown looks good at 2 charges because it has a powerful-ish effect depending on timing, and gives a good reason to delay actions to allow maximum attacks on downed opponents. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>As far as the number of charges I’m leaning towards more as you leveled up along the same lines as the cantrips (more at 5, 11, and 17 to represent closer bonding with the item) And maybe even “unlocking” new powers at those levels as well instead of just the extra cantrip damage.... but that would require more thought/tweaking than I have the energy for tonight. LOL.</p><p></p><p>Anyway, I would love to hear how it all ended up playing out! Thanks for sharing this rather unique item! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Falcordragon, post: 8577850, member: 7035396"] How did it end up turning out? Did it end up feeling overpowered? Balanced? Sorry, I know this is an oldish thread, but I just came across it and I worked up my version just for giggles... :) I like what you ended up with, I went a slightly different route and like others have said, it definitely only really fits a particular type of campaign... but it certainly looks fun for that kind of campaign. :) Lemme know what you thought about my version. :) Like others said, not sure about the weight though if you just had them drag it when not using it for comedic effect, as I mentioned below, it wouldn't matter so much. :) I like the reach, but I’d say only for a single target, and I really like the AOE aspect but like others have said 24 squares is a bit too much, why not say it’s only the usual 5-foot reach for AOE but 10 for a single target, (per attack obviously) as you extend farther in to reach that one target. The sword burst cantrip idea for 1 charge sounds reasonable. The original I was leaning towards was having the sword require 1 charge for each person within the range that it hits, so that would be up to 8 with the normal reach. Or if you go with the cantrip route, maybe use the cantrip scaled damage (This spell's damage increases by 1d6 (and 1 charge) when you reach 5th level (2 charges, and 2d6), 11th level (3 charges and 3d6), and 17th level (4 charges and 4d6)) And he can only channel the extra charges through when he reaches the levels listed (treat it as the longer he’s bonded with the sword the more the can do... etc..) Definitely only 2 handed. Call to hand in most campaigns is a flavor thing more than anything because many just treat items you’re not wielding as “in the backpack” but with a weapon like that obviously, it wouldn’t fit... but I kind of love the idea of the fighter actually describing it as hauling that huge-ass weapon behind him, dragging it along, leaving a trench in the ground behind him, Maybe using a charge to make it disappear instead of appearing and allowing him to only summon it if he used the charge to make it go away. The knockdown looks good at 2 charges because it has a powerful-ish effect depending on timing, and gives a good reason to delay actions to allow maximum attacks on downed opponents. :) As far as the number of charges I’m leaning towards more as you leveled up along the same lines as the cantrips (more at 5, 11, and 17 to represent closer bonding with the item) And maybe even “unlocking” new powers at those levels as well instead of just the extra cantrip damage.... but that would require more thought/tweaking than I have the energy for tonight. LOL. Anyway, I would love to hear how it all ended up playing out! Thanks for sharing this rather unique item! :) [/QUOTE]
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