Playtest: Adventurer's Vault 2


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Ironheart Tattoo is listed as both a level 18 and 28 item and a level 16 and 26 level item, same thing with the strongheart tattoo, the tattoo of vengeance (similar problem), and the tattoo of the wolverine (similar problem).

The items are out of order. Either they should be in alphabetical order or ordered by level or something, but they appear to be ordered by what they do. It helps read through them, but it isn't good for looking them up. Hopefully this is just for the playtest (as I assume the drawings are).

Demonskin Tattoo looks way too good! Level 3 for variable resist 5 when I spend an AP? Yes please! Way too good, IMO.

Fleet Hero Tattoo looks too weak. Level 8 for +1 to speed for one round when you use an AP? A lot of the time it will be useless as you will want to move before spending the action point. And even if that weren't the case, it still looks weak.

What's with the "non-minion" clause in the when critically hit powers? Is it really too powerful to allow these things on minion criticals? I know that minions do static damage, so there's no real effect on a minion crit, but it seems strange. I dunno, I'm kind of indifferent to it (seeing as how when I DM, I just ignore minion crits because of the damage thing), but it looks weird to read.

I've been working on some magic items that have effects on first bloodied in an encounter, and I'm convinced that it is far better to have Power (Encounter): Immediate reaction, when bloodied than as a Property activated when first bloodied. The Encounter power just seems cleaner and more prone to thinking about it. Properties, I think, should be reserved for more "always on" abilities. Treat it for what it is: a power activated once an encounter on a condition, not a property!

I hate the orbs. Bad idea, as far as I'm concerned. It looks clunky and difficult to manage in play, too complicated with the close burst 2 size, effectively making the DM run two combats simultaneously, splitting the designed encounter to who knows what, and bypassing any hindrances of the terrain they are fighting on. As a glorified Cone of Silence, with a long "casting time," and only taking willing creatures, I would like it. Of course, that's a totally differnt purpose item.
 

I love the tattoos. I'll hopefully be in a Wraith Recon game in the near future. I think that those tattoos are perfect for something like that.
 

I've always liked the concept of magic tatoos. :) I'm already itching to put these in play.

The orbs do look like they might have the ability to severely impact how the game plays, but who knows. Guess thats why these are playtest. :)
 

Perfect timing! The rangers in my world mark themselves by what organization they belong to. This week, the ranger in the party will be accepted into the ranks. I wasn't going to do anything special with the tattoo's, but this is just too cool not to try out!
 


I've been working on some magic items that have effects on first bloodied in an encounter, and I'm convinced that it is far better to have Power (Encounter): Immediate reaction, when bloodied than as a Property activated when first bloodied. The Encounter power just seems cleaner and more prone to thinking about it. Properties, I think, should be reserved for more "always on" abilities. Treat it for what it is: a power activated once an encounter on a condition, not a property!

If you want to maintain the 'it's a freebie' thing that the property allows, you can always make it a free action as well, so it doesn't take up your immediate action. In general, I agree with you here.
 

I love the orbs.

I am curios though, if the wizard uses the orb does he not get transported as well into the orb?
 


Read the last sentence of the first paragraph about the orbs. It clarifies what happens. You don't literally enter the orb. The Wizard and the orb "enter" the special plane that is represented within the orb.
 

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