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Magic Item Compendium: The Diablo II gems have made their way to D&D!
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<blockquote data-quote="Li Shenron" data-source="post: 3341192" data-attributes="member: 1465"><p>I think the flavor of these gems (and set items) idea is <strong>great</strong>.</p><p></p><p>The rules for it, as usual, are unnecessary... Do you really need a new mechanic to tell you that adding a skull-shaped amethyst gives your weapon the ghost touch property? Why not just making the flavor part of the core rule for adding this property to a weapon? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>New mechanics always introduce possible problems, loopholes etc. These gems have a fixed cost, so it's obvious that they don't follow the normal cost progression of D&D magic items, which is normally geometrical. The limit of 1 per item at least doesn't make it too powerful, but with the added (unprecedented) feature that you can remove a gem later when you're bored, there is no reason* not to get a certain property via a gem rather than in the core way. What else is this if not a little power creep?</p><p></p><p>*other than limited availability of gems, except that many gamers as usual will demand to find them on sale "in any city big enough"</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 3341192, member: 1465"] I think the flavor of these gems (and set items) idea is [B]great[/B]. The rules for it, as usual, are unnecessary... Do you really need a new mechanic to tell you that adding a skull-shaped amethyst gives your weapon the ghost touch property? Why not just making the flavor part of the core rule for adding this property to a weapon? :cool: New mechanics always introduce possible problems, loopholes etc. These gems have a fixed cost, so it's obvious that they don't follow the normal cost progression of D&D magic items, which is normally geometrical. The limit of 1 per item at least doesn't make it too powerful, but with the added (unprecedented) feature that you can remove a gem later when you're bored, there is no reason* not to get a certain property via a gem rather than in the core way. What else is this if not a little power creep? *other than limited availability of gems, except that many gamers as usual will demand to find them on sale "in any city big enough" [/QUOTE]
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Magic Item Compendium: The Diablo II gems have made their way to D&D!
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