Camelot
Adventurer
So, lately I'm trying to come up with a lot of my own homebrew stuff in all categories to try and shake up the game and just let loose my creativity. I fully agree with the philosophy of 4e that everything should be balanced, and I'm trying to keep my stuff balanced as well. Sometimes, though, it just isn't easy.
When I have some problems, I'll put the mechanic or rule here for people to look at and give advice on if they so desire. Everything I create is for anybody to use in their games; I do this to inspire, not get credit or money.
So, here is a power I've been writing and rewriting, and an item that troubles me.
Around and Back - Fighter Attack 1
You swing your weapon so that it hits your opponent in the back of the head, disorienting them for a few seconds.
At-Will * Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
- Weapon: If you are wielding a flail, you gain a +1 bonus to the attack roll.
Hit: 1[W] + Strength modfiier damage, and the target takes a -1 penalty to attack rolls until the end of your next turn.
- Level 21: 2[W] + Strength modifier damage.
Originally, this power inflicted a -2 penalty, but had a -2 penalty to its attack roll unless you were wielding a flail. Then I changed it so that the attack roll was normal, but the inflicted penalty equaled your Dex mod if you were wielding a flail. Then I changed that to half your Dex mod. Finally, I ended up with this. I think it's balanced now, but after so much switching around, I can't be sure, so any comments are appreciated.
Whirling Weapon - Level 4+
This flail seems to have a mind of its own. When you swing towards a miss, it still manages to lash out at your target, and when you swing directly at your enemy, it finds the perfect place to deal a crippling blow.
Level 4, +1, 840 gp - Level 19, +4, 105,000 gp
Level 9, +2, 4,200 gp - Level 24, +5, 525,000 gp
Level 14, +3, 21,000 gp - Level 29, +6, 2,625,000 gp
Weapon: Flail
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Encounter): Free Action. Use this power when you hit or miss with an attack using this weapon. Add this weapon's enhancement bonus to the natural d20 roll, treating it as if you had rolled the new number originally (even if the new number is over 20). So, if the new result is 20 or higher, the attack becomes a critical hit.
Magic items are really hard to create, because they're so varied, so there's not much to compare to, and if there is it's hard to find, and because the DMGs never actually tell you how to do it! It's like you're not supposed to or something. They let you make traps and monsters, so why not magic items? Anyway, if anyone knows of any items that are clearly better yet equal or lower level or clearly worse yet equal or higher level, please do share. Sharing is caring.
And thank you a billion times for any help you give my creative outbursts!
When I have some problems, I'll put the mechanic or rule here for people to look at and give advice on if they so desire. Everything I create is for anybody to use in their games; I do this to inspire, not get credit or money.
So, here is a power I've been writing and rewriting, and an item that troubles me.
Around and Back - Fighter Attack 1
You swing your weapon so that it hits your opponent in the back of the head, disorienting them for a few seconds.
At-Will * Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
- Weapon: If you are wielding a flail, you gain a +1 bonus to the attack roll.
Hit: 1[W] + Strength modfiier damage, and the target takes a -1 penalty to attack rolls until the end of your next turn.
- Level 21: 2[W] + Strength modifier damage.
Originally, this power inflicted a -2 penalty, but had a -2 penalty to its attack roll unless you were wielding a flail. Then I changed it so that the attack roll was normal, but the inflicted penalty equaled your Dex mod if you were wielding a flail. Then I changed that to half your Dex mod. Finally, I ended up with this. I think it's balanced now, but after so much switching around, I can't be sure, so any comments are appreciated.
Whirling Weapon - Level 4+
This flail seems to have a mind of its own. When you swing towards a miss, it still manages to lash out at your target, and when you swing directly at your enemy, it finds the perfect place to deal a crippling blow.
Level 4, +1, 840 gp - Level 19, +4, 105,000 gp
Level 9, +2, 4,200 gp - Level 24, +5, 525,000 gp
Level 14, +3, 21,000 gp - Level 29, +6, 2,625,000 gp
Weapon: Flail
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Encounter): Free Action. Use this power when you hit or miss with an attack using this weapon. Add this weapon's enhancement bonus to the natural d20 roll, treating it as if you had rolled the new number originally (even if the new number is over 20). So, if the new result is 20 or higher, the attack becomes a critical hit.
Magic items are really hard to create, because they're so varied, so there's not much to compare to, and if there is it's hard to find, and because the DMGs never actually tell you how to do it! It's like you're not supposed to or something. They let you make traps and monsters, so why not magic items? Anyway, if anyone knows of any items that are clearly better yet equal or lower level or clearly worse yet equal or higher level, please do share. Sharing is caring.
And thank you a billion times for any help you give my creative outbursts!