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<blockquote data-quote="Cap'n Kobold" data-source="post: 7616718" data-attributes="member: 6802951"><p>I'd suggest that you treat them as magic items rather than character abilities then, and use the feat as a method of entry into crafting them without needing spellcasting, and to improve the saves to the one based on your Int rather than the default save. Give a discount on the cost of creating (researching) them to counter the ongoing cost of using them.Magical items fit better with the concept: the only reason that I didn't suggest it before is that I didn't know you were using a crafting system.For example researching Alchemical Fire or acid arrows would be based on the cost and difficulty of creating a Flametongue sword etc. Both of those feats are more limited than the mechanics that you seem to be after, both in versatility and outright combat power. Hmm. So an arrow or bolt large and heavy enough to mount an effective grapple on the head, plus trail several hundred feet of rope capable of supporting a human's weight. I'd suggest at least some reduction in range.If all it does is mount the rope (perhaps giving advantage on strength checks to scale walls etc) that is one thing.However if you're envisioning the user being able to zip along the rope from the launching point to the grapple as a bonus action, that is quite powerful. Misty step/Flight ish level. I'm suggesting that they be treated as magical items, not so much because we can't even make that sort of thing an effective weapon even with 21st century technology, but because the items should be kept unique and special. Saying that your D&D setting does have the metallurgy and energy conversion capabilities as known tech begs the question of why it isn't in general use.Better to say that that item is magic/uses unique materials/requires constant maintenance by the only person who understands its principles, than to have to worry why those capabilities haven't revolutionised the rest of the setting. Which does actually bring us to the question: Can other people use an Inventor's inventions? If you're balancing these items against the magic item system you're using in your campaign, then that is fine.Its only if you're treating them like additional character capabilities that issues occur. Money and time differ over different campaigns a lot and so a feat balanced using cash and time is going to be excessively powerful in a campaign where the user has plenty of both and so can stockpile their inventions, and extremely weak in a campaign without significant cash, access to shops and facilities, and downtime.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7616718, member: 6802951"] I'd suggest that you treat them as magic items rather than character abilities then, and use the feat as a method of entry into crafting them without needing spellcasting, and to improve the saves to the one based on your Int rather than the default save. Give a discount on the cost of creating (researching) them to counter the ongoing cost of using them.Magical items fit better with the concept: the only reason that I didn't suggest it before is that I didn't know you were using a crafting system.For example researching Alchemical Fire or acid arrows would be based on the cost and difficulty of creating a Flametongue sword etc. Both of those feats are more limited than the mechanics that you seem to be after, both in versatility and outright combat power. Hmm. So an arrow or bolt large and heavy enough to mount an effective grapple on the head, plus trail several hundred feet of rope capable of supporting a human's weight. I'd suggest at least some reduction in range.If all it does is mount the rope (perhaps giving advantage on strength checks to scale walls etc) that is one thing.However if you're envisioning the user being able to zip along the rope from the launching point to the grapple as a bonus action, that is quite powerful. Misty step/Flight ish level. I'm suggesting that they be treated as magical items, not so much because we can't even make that sort of thing an effective weapon even with 21st century technology, but because the items should be kept unique and special. Saying that your D&D setting does have the metallurgy and energy conversion capabilities as known tech begs the question of why it isn't in general use.Better to say that that item is magic/uses unique materials/requires constant maintenance by the only person who understands its principles, than to have to worry why those capabilities haven't revolutionised the rest of the setting. Which does actually bring us to the question: Can other people use an Inventor's inventions? If you're balancing these items against the magic item system you're using in your campaign, then that is fine.Its only if you're treating them like additional character capabilities that issues occur. Money and time differ over different campaigns a lot and so a feat balanced using cash and time is going to be excessively powerful in a campaign where the user has plenty of both and so can stockpile their inventions, and extremely weak in a campaign without significant cash, access to shops and facilities, and downtime. [/QUOTE]
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