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<blockquote data-quote="doctorbadwolf" data-source="post: 7617131" data-attributes="member: 6704184"><p>Fair enough. The crafting system is basically the Xanathar’s magic item crafting. I figure that way, I can easily just reference those rules, repeat some tables to prevent the need to cross reference a book, and make a second table that shows Invention Level compared to magic item rarity, and then the dmg damage by spell level guide as a guidepost for how much damage a given level of invention should be able to do. Can probably streamline all that some, but that’s the basic gist. It’s basically magic item crafting with some custom “magic items” that aren’t actually magic. again, time is the balance factor, just like with crafting magic items. The idea is to apply whatever rules or house rules you apply to magic item crafting. By assuming the DMG or Xanathar’s rules for magic item crafting, I can predict the balance within the context of a game in which magic item crafting is allowed. With time and money in a standard campaign, neither acid nor fire arrows will be close to at will until a level at which at will +2d6 or +1d4 ongoing is less than the sort of magic weapons people can get. A bow that sets things on fire on a hit would be uncommon, rare at most. Having to spend time and money for making an uncommon item in order to learn it, and then uncommon consumable price/time to make each one, is quite within that balance context. I’d say it’s closer to the power level of a consumable magic item that casts Hunter’s Mark or Hex. But even closer to having Booming Blade after level 5, but on a consumable magic item. Whether that is super powerful or not is dependent on how easy it is to reliably spend a month in downtime between every single adventure in a given campaign. But even if it is easy, that just makes it comparable to a magic weapon that adds 2d6 acid damage at will. Yeah, using the long range would be complicated and harder to balance. Possible upgrade option, though. The movement is roughly 2nd level spell, so still within uncommon item level, but it costs more because you have to make special arrows and a separate device. Creatures make an odd situation if a player wants to use it against them, but I figure ability check contest as grapple, pull the creature up to 10-15ft as a bonus action instead of traveling. Maybe further, or that plus extra damage. I’ll have to check out some 2nd level spells.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7617131, member: 6704184"] Fair enough. The crafting system is basically the Xanathar’s magic item crafting. I figure that way, I can easily just reference those rules, repeat some tables to prevent the need to cross reference a book, and make a second table that shows Invention Level compared to magic item rarity, and then the dmg damage by spell level guide as a guidepost for how much damage a given level of invention should be able to do. Can probably streamline all that some, but that’s the basic gist. It’s basically magic item crafting with some custom “magic items” that aren’t actually magic. again, time is the balance factor, just like with crafting magic items. The idea is to apply whatever rules or house rules you apply to magic item crafting. By assuming the DMG or Xanathar’s rules for magic item crafting, I can predict the balance within the context of a game in which magic item crafting is allowed. With time and money in a standard campaign, neither acid nor fire arrows will be close to at will until a level at which at will +2d6 or +1d4 ongoing is less than the sort of magic weapons people can get. A bow that sets things on fire on a hit would be uncommon, rare at most. Having to spend time and money for making an uncommon item in order to learn it, and then uncommon consumable price/time to make each one, is quite within that balance context. I’d say it’s closer to the power level of a consumable magic item that casts Hunter’s Mark or Hex. But even closer to having Booming Blade after level 5, but on a consumable magic item. Whether that is super powerful or not is dependent on how easy it is to reliably spend a month in downtime between every single adventure in a given campaign. But even if it is easy, that just makes it comparable to a magic weapon that adds 2d6 acid damage at will. Yeah, using the long range would be complicated and harder to balance. Possible upgrade option, though. The movement is roughly 2nd level spell, so still within uncommon item level, but it costs more because you have to make special arrows and a separate device. Creatures make an odd situation if a player wants to use it against them, but I figure ability check contest as grapple, pull the creature up to 10-15ft as a bonus action instead of traveling. Maybe further, or that plus extra damage. I’ll have to check out some 2nd level spells. [/QUOTE]
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