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How do you define balance?
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<blockquote data-quote="HammerMan" data-source="post: 8560895" data-attributes="member: 84112"><p>yes... something that is OP on my Saturday game could be under powered in my Tuesday one... Example. In play at my tuesday night Roll20 game I introduced (I am DM) Speed Metal and Death Metal. Two short swords a Bard was wielding. The PCs killed him (he was a really bad guy they are not murder hobos) and gave them to a multi class ranger/rogue... </p><p></p><p>Speed metal is a +0 magic weapon that can 1/day give you action surge... but you can also attune to it and any round that you make 2 or more attacks with speed metal (hit or miss) you can activate it's biggest ability. Make a free attack with disadvantage. If that attack hits you only deal 1d6 no bonus damage, but you make another free action attack with disadvantage, if it hits ect ect with a max of your level bonus attacks at disadvantage.</p><p></p><p>Death meatal is a +2 magic weapon that if you attune gains the property that at the end of the round anyone you damaged with it that has 3x your current HD or less of HP dies (as per power word kill) and the sword gains a charge. it can hold 2+ your prof charges. As an action you can spend any or all charges to target all living creatures in 30ft of you with a blast of necrotic energy. They take 1d4 per charge spent + your cha mod (not per die 1x cha mod bonus) this counts as damaging them for the base effect. </p><p></p><p>this 12th level game was only 7th when they fought and killed that bard... not only is this Ranger/Rogue not OP, he isn't the best killer at the table (although he has had some major moments)</p><p></p><p>in Saturday night our barbarian didn't get a +1 great axe until level 9... and would trade it in a second for speed or death metal (not both one or the other)</p><p></p><p>In ourTuesday game we also have a character that can time stop kind of at will (they spend a HD, roll it and that is the amount of rounds they timestop for, BUT they can spend rounds rolled to bring extra characters in... so they can roll an 7 and choose 4 character for 3 rounds or 3 characters for 4 rounds, or just themselves for 6 rounds... but if they roll a 1 it is a waste) That same character has 'living lighting' that is a living spell stored inside of her and gives her advantage on initiative and dex saves... as no action on any non surprise round she can discharge it to cast an 8d6 lighting bolt but then she can't get her advantages back until she takes a long rest. (she is a warlock/sorcerer)</p><p></p><p>mean while in Saturday game we have a PC artificer (well we have 3 artificers and a druid with the barbarian) that has a modified eyes of charming that gives him charm person at will and suggestion some amount of times per day. and a modified cloak of invisibility that is basic invisibility at will and improved invisibility 1/day. The Tuesday night team would love to have those (infact might want it more then speed and death metal since combat is not that major an issue)</p></blockquote><p></p>
[QUOTE="HammerMan, post: 8560895, member: 84112"] yes... something that is OP on my Saturday game could be under powered in my Tuesday one... Example. In play at my tuesday night Roll20 game I introduced (I am DM) Speed Metal and Death Metal. Two short swords a Bard was wielding. The PCs killed him (he was a really bad guy they are not murder hobos) and gave them to a multi class ranger/rogue... Speed metal is a +0 magic weapon that can 1/day give you action surge... but you can also attune to it and any round that you make 2 or more attacks with speed metal (hit or miss) you can activate it's biggest ability. Make a free attack with disadvantage. If that attack hits you only deal 1d6 no bonus damage, but you make another free action attack with disadvantage, if it hits ect ect with a max of your level bonus attacks at disadvantage. Death meatal is a +2 magic weapon that if you attune gains the property that at the end of the round anyone you damaged with it that has 3x your current HD or less of HP dies (as per power word kill) and the sword gains a charge. it can hold 2+ your prof charges. As an action you can spend any or all charges to target all living creatures in 30ft of you with a blast of necrotic energy. They take 1d4 per charge spent + your cha mod (not per die 1x cha mod bonus) this counts as damaging them for the base effect. this 12th level game was only 7th when they fought and killed that bard... not only is this Ranger/Rogue not OP, he isn't the best killer at the table (although he has had some major moments) in Saturday night our barbarian didn't get a +1 great axe until level 9... and would trade it in a second for speed or death metal (not both one or the other) In ourTuesday game we also have a character that can time stop kind of at will (they spend a HD, roll it and that is the amount of rounds they timestop for, BUT they can spend rounds rolled to bring extra characters in... so they can roll an 7 and choose 4 character for 3 rounds or 3 characters for 4 rounds, or just themselves for 6 rounds... but if they roll a 1 it is a waste) That same character has 'living lighting' that is a living spell stored inside of her and gives her advantage on initiative and dex saves... as no action on any non surprise round she can discharge it to cast an 8d6 lighting bolt but then she can't get her advantages back until she takes a long rest. (she is a warlock/sorcerer) mean while in Saturday game we have a PC artificer (well we have 3 artificers and a druid with the barbarian) that has a modified eyes of charming that gives him charm person at will and suggestion some amount of times per day. and a modified cloak of invisibility that is basic invisibility at will and improved invisibility 1/day. The Tuesday night team would love to have those (infact might want it more then speed and death metal since combat is not that major an issue) [/QUOTE]
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