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D&D 5e -Runes idea?
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<blockquote data-quote="Lackhand" data-source="post: 6666262" data-attributes="member: 36160"><p>How "permanent" is your game, as in, if next session you decided to wipe out the runes and start over, would your players be okay with that? The more accepting of mistakes your players are, the more you can play around with this stuff.</p><p></p><p>How fungible are runes? Once slotted, can they be pried out and reused?</p><p></p><p>How high-magic do you want to get? Decide on a gp equivalent value for the runes and start with that; I might use something like:</p><ul> <li data-xf-list-type="ul">10gp might be enough to do something cosmetic (point north, never need sharpening from mundane use, shine slick with nonflammable oil, slowly yet constantly drip seawater, float in water, appear golden)</li> <li data-xf-list-type="ul">100gp: something game effecting but minor (shed light as torch, mundane wolves, hounds and dogs must pass a DC 10 Wisdom (fear) save when drawn or be frightened, can cut wood or rock faster than normal, counts as silvered, vibrates when touched to fey, spare the dying by touch 1/day, advantage on saves against disease from animal bites, +1 radiant damage against undead). I said damage as silver, but I don't actually remember how much that costs -- if I broke the economy, you know what I mean <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=":)" /></li> <li data-xf-list-type="ul">1000gp: Real effects in many scenes, competitive with uncommon items (+1 elemental damage, throwable as a spear, +1d6 against a semispecific target (like fire elementals, harpies & birds, hillgiants & ogres, etc), force all living creatures of <CR 1 to Wisdom (fear) save when drawn or be frightened, knockback on a charge, +1d6 damage when set against charges, magically deposit caltrops ina square after each attack thst last for 1 round, 1/day heal 5hp by touch, fey hit lose their reactions, 1/day a 2-handed weapon transforms into a giant constrictor snake already in a grapple with the target on a hit, 1/day blindsense 10' for 1 min)</li> <li data-xf-list-type="ul">10000gp: Serious magic mojo, competitive with rare magic items. Look around the rare items and loot those. There's lots of interesting examples at this level.</li> </ul><p>I only thought a very little about the list. Just a starting point, you understand. Tweak the powers and prices as appropriate.</p><p></p><p>I don't know that I'd bother with each weapon having multiple sockets myself, so much as just say items have only one slot each. You might then introduce magic items with more slots if you wanted.</p></blockquote><p></p>
[QUOTE="Lackhand, post: 6666262, member: 36160"] How "permanent" is your game, as in, if next session you decided to wipe out the runes and start over, would your players be okay with that? The more accepting of mistakes your players are, the more you can play around with this stuff. How fungible are runes? Once slotted, can they be pried out and reused? How high-magic do you want to get? Decide on a gp equivalent value for the runes and start with that; I might use something like: [LIST] [*]10gp might be enough to do something cosmetic (point north, never need sharpening from mundane use, shine slick with nonflammable oil, slowly yet constantly drip seawater, float in water, appear golden) [*]100gp: something game effecting but minor (shed light as torch, mundane wolves, hounds and dogs must pass a DC 10 Wisdom (fear) save when drawn or be frightened, can cut wood or rock faster than normal, counts as silvered, vibrates when touched to fey, spare the dying by touch 1/day, advantage on saves against disease from animal bites, +1 radiant damage against undead). I said damage as silver, but I don't actually remember how much that costs -- if I broke the economy, you know what I mean :) [*]1000gp: Real effects in many scenes, competitive with uncommon items (+1 elemental damage, throwable as a spear, +1d6 against a semispecific target (like fire elementals, harpies & birds, hillgiants & ogres, etc), force all living creatures of <CR 1 to Wisdom (fear) save when drawn or be frightened, knockback on a charge, +1d6 damage when set against charges, magically deposit caltrops ina square after each attack thst last for 1 round, 1/day heal 5hp by touch, fey hit lose their reactions, 1/day a 2-handed weapon transforms into a giant constrictor snake already in a grapple with the target on a hit, 1/day blindsense 10' for 1 min) [*]10000gp: Serious magic mojo, competitive with rare magic items. Look around the rare items and loot those. There's lots of interesting examples at this level. [/LIST] I only thought a very little about the list. Just a starting point, you understand. Tweak the powers and prices as appropriate. I don't know that I'd bother with each weapon having multiple sockets myself, so much as just say items have only one slot each. You might then introduce magic items with more slots if you wanted. [/QUOTE]
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