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Magic Item Compendium: The Diablo II gems have made their way to D&D!


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I actually think this is a really good idea, it adds something new to the game and since our game can be quiet often low in the loot department, like out last adventure (lvl 10/11) I think i got something like 3 or maybe 4k worth of gold, because the loot we got just wasn't useful for me, so while people were getting +3 full plate, +4 bracers of armor, +4 cloaks of charisma, I got about 4k of gold.

this could be something I could easily spend that money on and it would be actually useful, but then I'm an incarnate and have acid spit and fire mantle so while i don't actually have any weapons (apart from starting morning star) I could get something useful for my armor.

BTW can more then one gem be placed in an item? or would getting a +3 shocking greatsword then adding a greater fire gem to add fire damage be the way to go?
 

*thinks instead of being able to sneak attack, just make great undead gem do undead bane as well* Makes it easier to make undead ghost touch but still worth the price for being able to make a +1 weapon act as a ghost touch undead bane weapon.
 

Himoura said:
BTW can more then one gem be placed in an item? or would getting a +3 shocking greatsword then adding a greater fire gem to add fire damage be the way to go?

The preview says one crystal at a time.

I like the idea, and the preview's examples. I'm not sure if I want to introduce 'em to my campaign as an recently rediscovered ancient type of item, or as a newly developed one. Decisions, decisions...
 


philreed said:
A series of different magic items that, when worn together, unlock new benefits.
Like the Rod of Seven Parts, perhaps? (from what I've heard of it only; I have not played the module).


Personally, I'm more curious about their reasoning for one of the more odd rules involved with these new crystals:
Only the item's actual bonus matters: a +3 dagger can house a greater augment crystal, but a +1 flaming keen rapier cannot.
Creating a +3 rapier and a +1 flaming keen rapier cost the same, but for some odd reason one cannot be enhanced to a Greater degree while the other can? :uhoh: :\ At first glance, I see nothing wrong with allowing it - albeit not allowing enhancements to stack. For example, a +1 flaming dagger could have whatever crystal attached to it that grants, say, +1d6 cold damage, but if a crystal that grants +1d6 fire damage were attached it would not stack with the flaming property. Only one d6 die would be rolled, not two and take the better or two and add them together.

So long as equivalents do not stack, I see nothing wrong with treating a magical enhanced weapon as its equivalent magical enhancement in regards to attaching crystal enhancers (A.C.E.s).

Am I missing something here, over looking something perhaps?
 
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Nyeshet said:
Personally, I'm more curious about their reasoning for one of the more odd rules involved with these new crystals: Creating a +3 rapier and a +1 flaming keen rapier cost the same, but for some odd reason one cannot be enhanced to a Greater degree while the other can?
Perhaps they want to make the +1/+2/+3/+4/+5 bonuses "cool" again. Honestly, after the change from the 3.0 DR, a higher enhancement bonus than +1 has severely lost appeal. The plus to damage you get from other enhancements is far higher, the plus to attacks is - with a well-built combat character - just relevant for the iterative attacks. With these deliberately a bit undercosted items, the plain "boring" enhancement bonus gets "cool" again.

Though I'd preferred 1 crystal/enhancement bonus. This would've made a +5 weapon really worthwhile again.
 

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