Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
I need help pricing these possibly unbalancing boots
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="eamon" data-source="post: 3848890" data-attributes="member: 51942"><p>Ok I looked at the effects, and I think you should probably tweak them some more, though I'm not sure exactly how...</p><p></p><p>The boots negate penalties to jump from speed, but don't negate bonuses from speed. That leaves you in the odd situation that two characters with the same speed and the same boots might jump wildly different distances. In any case, it's not clear to me if the penalties you're negating include those caused by a lower base speed: would these boots be great for a halfling, say? Further, they negate penalties do to "bindings". Clearly, however, you can't jump if you're completely bound - so does this mean that you can jump even when grappled? Can you jump right out of ropes and avoid escape artist checks?</p><p></p><p>I'd limit the effect more clearly, and make this aspect less absolute in general. To balance that loss in power, just grant a competence bonus to jump additionally. I think the flavor you're aiming for is that the boots let you jump even when others couldn't. Also note that a DM's best friend for adjudicating circumstances - just applying a modifier on a roll - is much harder to justify if the boots simply remove modifiers completely.</p><p></p><p>Perhaps you can just negate penalties to jump caused by medium or heavy load, and remove the armor check penalty to jump checks. That way, mostly the character has no penalties to jump, but if special circumstances change his base-speed, or otherwise reduce his mobility, they'll still have effect.</p><p></p><p>I like the fact that jumped distance doesn't count towards movement. But combined with the lack of running start - can a character jump multiple times during one move? Can he jump once during a move but twice in a double move? Normally, the rules don't provide for this limitation (so you can jump as much as you want) since you're limited by the obvious - movement speed.</p><p></p><p>I think you should reconsider the anti-pressure-plate feature as well. Generally, magic items can't penetrate illusions any better than any other creature, and certainly can't determine future consequences with some sort of divine insight. Such a feature is a powerful divination ability and should be explicitly mentioned. How can the boots distinguish between an intentional jump down and accidentally jumping down? I'd say, let the wearer walk on all sorts of surfaces ALA <a href="http://www.d20srd.org/srd/magicItems/wondrousItems.htm#horseshoesofaZephyr" target="_blank">Horseshoes of a Zephyr</a> - i.e. it's not that the boots determine whether somethings dangerous, they just support you even on water or any other surface - the advantage is that the effect is well-defined, there's no question of when it kicks in (how deep does the hole have to be? what if it's filled with water?)</p><p></p><p>Also, note that the air walking ability these shoes confer is quite powerful. Normal Air Walk would be about 42000 gp (using DMG guidelines - they should be less, of course), but these boots only provide a 5ft movement speed (upwards too?) Still, 10000 is too cheap. If you reduce the effect to a feather fall, instead of a stable but slow fly, it's much less game-breaking and hence much cheaper.</p></blockquote><p></p>
[QUOTE="eamon, post: 3848890, member: 51942"] Ok I looked at the effects, and I think you should probably tweak them some more, though I'm not sure exactly how... The boots negate penalties to jump from speed, but don't negate bonuses from speed. That leaves you in the odd situation that two characters with the same speed and the same boots might jump wildly different distances. In any case, it's not clear to me if the penalties you're negating include those caused by a lower base speed: would these boots be great for a halfling, say? Further, they negate penalties do to "bindings". Clearly, however, you can't jump if you're completely bound - so does this mean that you can jump even when grappled? Can you jump right out of ropes and avoid escape artist checks? I'd limit the effect more clearly, and make this aspect less absolute in general. To balance that loss in power, just grant a competence bonus to jump additionally. I think the flavor you're aiming for is that the boots let you jump even when others couldn't. Also note that a DM's best friend for adjudicating circumstances - just applying a modifier on a roll - is much harder to justify if the boots simply remove modifiers completely. Perhaps you can just negate penalties to jump caused by medium or heavy load, and remove the armor check penalty to jump checks. That way, mostly the character has no penalties to jump, but if special circumstances change his base-speed, or otherwise reduce his mobility, they'll still have effect. I like the fact that jumped distance doesn't count towards movement. But combined with the lack of running start - can a character jump multiple times during one move? Can he jump once during a move but twice in a double move? Normally, the rules don't provide for this limitation (so you can jump as much as you want) since you're limited by the obvious - movement speed. I think you should reconsider the anti-pressure-plate feature as well. Generally, magic items can't penetrate illusions any better than any other creature, and certainly can't determine future consequences with some sort of divine insight. Such a feature is a powerful divination ability and should be explicitly mentioned. How can the boots distinguish between an intentional jump down and accidentally jumping down? I'd say, let the wearer walk on all sorts of surfaces ALA [url=http://www.d20srd.org/srd/magicItems/wondrousItems.htm#horseshoesofaZephyr]Horseshoes of a Zephyr[/url] - i.e. it's not that the boots determine whether somethings dangerous, they just support you even on water or any other surface - the advantage is that the effect is well-defined, there's no question of when it kicks in (how deep does the hole have to be? what if it's filled with water?) Also, note that the air walking ability these shoes confer is quite powerful. Normal Air Walk would be about 42000 gp (using DMG guidelines - they should be less, of course), but these boots only provide a 5ft movement speed (upwards too?) Still, 10000 is too cheap. If you reduce the effect to a feather fall, instead of a stable but slow fly, it's much less game-breaking and hence much cheaper. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
I need help pricing these possibly unbalancing boots
Top