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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
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Magic Item creation system
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<blockquote data-quote="ShadesOfGrey" data-source="post: 5393958" data-attributes="member: 98317"><p>hmm, interesting... that definitly looks like something that would get some cool ideas for inspiration.</p><p></p><p>Thats a lot of tables, sub-tables and sub-sub-tables and etc though.. </p><p>Also, I dont think a 1 in 2 chance for the cursed status is ideal.. 1 in 3 is better (on a 5 or 6 on d6) but I'd go for 1 in 6 (6 on a d6)</p><p></p><p>The idea of a 'curse' or a conditional shouldn't be significant to the point that you can expect halve your items you find to be cursed <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I feel that the 'weapons' category on the itemlist needs to have a bigger chance of appearing.. 7/100 chance isnt that great for something like that.. should at least be as likely to appear as armour.</p><p></p><p>Also, you could merge the implements of staff, orb & rod just as an implement category.. just like weapon & armour is a single category, so should those implements imo. The item power tables for those are nice, so you should keep those, but the specific type should be left to the DM instead of dice.. making up all kinds of different items is all nice and good, but eventually you want to have items that your pc's are in the end acutally going to use instead of just pawn of to the nearest shop <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Other than that, thats some good work, I feel it needs some more polish & tweaking, but it's definitly good already.</p><p>I'm going to try and see what results I can come up with tomorrow <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="ShadesOfGrey, post: 5393958, member: 98317"] hmm, interesting... that definitly looks like something that would get some cool ideas for inspiration. Thats a lot of tables, sub-tables and sub-sub-tables and etc though.. Also, I dont think a 1 in 2 chance for the cursed status is ideal.. 1 in 3 is better (on a 5 or 6 on d6) but I'd go for 1 in 6 (6 on a d6) The idea of a 'curse' or a conditional shouldn't be significant to the point that you can expect halve your items you find to be cursed ;) I feel that the 'weapons' category on the itemlist needs to have a bigger chance of appearing.. 7/100 chance isnt that great for something like that.. should at least be as likely to appear as armour. Also, you could merge the implements of staff, orb & rod just as an implement category.. just like weapon & armour is a single category, so should those implements imo. The item power tables for those are nice, so you should keep those, but the specific type should be left to the DM instead of dice.. making up all kinds of different items is all nice and good, but eventually you want to have items that your pc's are in the end acutally going to use instead of just pawn of to the nearest shop ;) Other than that, thats some good work, I feel it needs some more polish & tweaking, but it's definitly good already. I'm going to try and see what results I can come up with tomorrow :) [/QUOTE]
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