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New DM needs some feedback on Magical Item
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<blockquote data-quote="Brentheizer" data-source="post: 7164785" data-attributes="member: 6862017"><p>Thanks for the replies.</p><p></p><p></p><p></p><p></p><p></p><p>Yes, I might have to rethink this. however I don't want a character learning this to be restricted to extended downtime. I might just make it a certain amount of hours, so even while in a campaign they might spend some time here and there and eventually learn it. I think the item itself isn't so overpowered that multiple people learning how to use it is a threat, especially since it only has 1 charge at max.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>The idea behind the arcana check was to add a bit of extra weight behind each charge, especially during lower levels. so that once a charge is expended it could take several days before the party gets a new one. </p><p>I suppose taking a character with high Arcana in mind (which is the most likely to learn the book) the DC should be a bit higher. something around 20 so a lvl 10 character with a Arcana of +9 has a (i believe) 45% chance to get a charge.</p><p></p><p></p><p></p><p>I never really pay attention to the materials that do not cost any coin. so if there's no cost listed with the spell I just assume the character would have those materials (too much trouble to keep track of). the rule is mainly there so that players can't just use the more powerfull spells without having to pay the cost. your point about having to stockpile the specific ingredients is a good one though. I would have to come up with a solution. maybe actual coin can be used for that instead? would that be too easy?</p><p></p><p></p><p></p><p>yes, good point. I already have my Druid doing this for his spells. so when he prepares the spells for next day he doesn't have a long list to work thorugh. In general I like to keep a decent pace going, So if someone takes to long researching or deciding I tend to give a warning and eventually just move on with the game if they take too long. It's the players responsibility to be ready when his/her turn comes about.</p><p></p><p></p><p></p><p>yes. Without going too deep into the lore of the book, the book does not "belong" to the party but to some anchient powerfull mage, that died long ago. in a way this is the book fighting back, like it knows it's not being used by it's creator. the more powerfull characters get slightly lower chances. to make the use of the book, especially in the lower levels, a more difficult choice.</p><p></p><p></p><p></p><p>That is an interesting point. I might remove that all together, and just say that people with no spellcasting ability can't use the book.</p><p></p><p></p><p>Again thanks for the replies.</p><p>I appreciate the feedback.</p></blockquote><p></p>
[QUOTE="Brentheizer, post: 7164785, member: 6862017"] Thanks for the replies. Yes, I might have to rethink this. however I don't want a character learning this to be restricted to extended downtime. I might just make it a certain amount of hours, so even while in a campaign they might spend some time here and there and eventually learn it. I think the item itself isn't so overpowered that multiple people learning how to use it is a threat, especially since it only has 1 charge at max. The idea behind the arcana check was to add a bit of extra weight behind each charge, especially during lower levels. so that once a charge is expended it could take several days before the party gets a new one. I suppose taking a character with high Arcana in mind (which is the most likely to learn the book) the DC should be a bit higher. something around 20 so a lvl 10 character with a Arcana of +9 has a (i believe) 45% chance to get a charge. I never really pay attention to the materials that do not cost any coin. so if there's no cost listed with the spell I just assume the character would have those materials (too much trouble to keep track of). the rule is mainly there so that players can't just use the more powerfull spells without having to pay the cost. your point about having to stockpile the specific ingredients is a good one though. I would have to come up with a solution. maybe actual coin can be used for that instead? would that be too easy? yes, good point. I already have my Druid doing this for his spells. so when he prepares the spells for next day he doesn't have a long list to work thorugh. In general I like to keep a decent pace going, So if someone takes to long researching or deciding I tend to give a warning and eventually just move on with the game if they take too long. It's the players responsibility to be ready when his/her turn comes about. yes. Without going too deep into the lore of the book, the book does not "belong" to the party but to some anchient powerfull mage, that died long ago. in a way this is the book fighting back, like it knows it's not being used by it's creator. the more powerfull characters get slightly lower chances. to make the use of the book, especially in the lower levels, a more difficult choice. That is an interesting point. I might remove that all together, and just say that people with no spellcasting ability can't use the book. Again thanks for the replies. I appreciate the feedback. [/QUOTE]
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