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Magic Item: Jump Stones
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<blockquote data-quote="77IM" data-source="post: 7598756" data-attributes="member: 12377"><p>I like the idea of this, but I feel like the item is doing too many things. Paradoxically, I think an item with more restrictions might lead to more creative game-play. More specifics:</p><p></p><p> - The DC for items other than staffs is usually fixed, and based on the hypothetical caster level of the item. Based on the effect here, I'd peg it at around a DC 15. This speeds up game-play a bit, and also lets all party members use the item equally.</p><p> - The 9-point summon doesn't mention alternate planes of existence: is that intentional? Very few teleports reach across planes; it's a very powerful effect, possibly too strong for a rare item. (Although the fact that you can only pull from a plane might balance it.)</p><p> - The idea of pulling an unwilling creature towards you is possibly unbalanced, though, as it could be abused, especially if the stone needs only to be on their person. Example: use Sleight of Hand to plant a stone on your enemy, then teleport them into a nearby deathtrap. That's not necessarily trivial (you need to set up the death-trap and then get close enough to the enemy to plant the stone), but I could see it being a favorite tactic. I might be inclined to make the 9-point teleport destroy the stone, because this kind of forced-teleport seems more appropriate to a consumable. (Actually I'd probably have a single "pull" teleport function, constructed like the 5-point version, but if the target is more than 500 feet away or is on another plane of existence, the stone crumbles after the teleportation. That way an unwilling creature always gets a save, and it encourages close-range pulls, rather than scry-and-fry.)</p><p> - The way I read this, the attunement is intransitive; if stone A is attuned to stone B, and B is attuned to C, that doesn't mean A is attuned to C. That seems like it would add a LOT of complexity. You'd basically need to draw a web of interconnected stones. Which is kinda cool, but I wonder if it's worth it.</p><p> - Is there any way to learn what other stones are attuned, where the other stones are, and whether anyone is carrying them? Or do characters need to discover and track this information separately?</p><p> - The "pull" teleport represents an EXTREME vulnerability of the stone. If you carry the stone, you let other people talk to you telepathically, which is nice, but it also lets them pull you into a trap. Are the PCs worried about this? Would enemies in your campaign use tactics like this? I feel like many players would feel clever if they got to use the death-trap trick, but would feel that it was unfair if an enemy used the trick on them.</p><p> - Mad props to you for actually playtesting your idea!</p></blockquote><p></p>
[QUOTE="77IM, post: 7598756, member: 12377"] I like the idea of this, but I feel like the item is doing too many things. Paradoxically, I think an item with more restrictions might lead to more creative game-play. More specifics: - The DC for items other than staffs is usually fixed, and based on the hypothetical caster level of the item. Based on the effect here, I'd peg it at around a DC 15. This speeds up game-play a bit, and also lets all party members use the item equally. - The 9-point summon doesn't mention alternate planes of existence: is that intentional? Very few teleports reach across planes; it's a very powerful effect, possibly too strong for a rare item. (Although the fact that you can only pull from a plane might balance it.) - The idea of pulling an unwilling creature towards you is possibly unbalanced, though, as it could be abused, especially if the stone needs only to be on their person. Example: use Sleight of Hand to plant a stone on your enemy, then teleport them into a nearby deathtrap. That's not necessarily trivial (you need to set up the death-trap and then get close enough to the enemy to plant the stone), but I could see it being a favorite tactic. I might be inclined to make the 9-point teleport destroy the stone, because this kind of forced-teleport seems more appropriate to a consumable. (Actually I'd probably have a single "pull" teleport function, constructed like the 5-point version, but if the target is more than 500 feet away or is on another plane of existence, the stone crumbles after the teleportation. That way an unwilling creature always gets a save, and it encourages close-range pulls, rather than scry-and-fry.) - The way I read this, the attunement is intransitive; if stone A is attuned to stone B, and B is attuned to C, that doesn't mean A is attuned to C. That seems like it would add a LOT of complexity. You'd basically need to draw a web of interconnected stones. Which is kinda cool, but I wonder if it's worth it. - Is there any way to learn what other stones are attuned, where the other stones are, and whether anyone is carrying them? Or do characters need to discover and track this information separately? - The "pull" teleport represents an EXTREME vulnerability of the stone. If you carry the stone, you let other people talk to you telepathically, which is nice, but it also lets them pull you into a trap. Are the PCs worried about this? Would enemies in your campaign use tactics like this? I feel like many players would feel clever if they got to use the death-trap trick, but would feel that it was unfair if an enemy used the trick on them. - Mad props to you for actually playtesting your idea! [/QUOTE]
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