Should I allow this magic item (e.g. Is it broken)?

This was just introduced into my game tonight. The DM ganked it from the module and had an NPC give it to us. I don't think it's going to turn out broken. Yes, it's an unlimited source of hit points. But at one point a round, it would take practically forever to heal up a whole party of significant damage. Especially once the group gets to higher levels. A lot of things can happen while waiting for the whole group to get healed, between wandering monstering and buffs wearing off.
 

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MonkeyDragon said:
This was just introduced into my game tonight. The DM ganked it from the module and had an NPC give it to us. I don't think it's going to turn out broken. Yes, it's an unlimited source of hit points. But at one point a round, it would take practically forever to heal up a whole party of significant damage. Especially once the group gets to higher levels. A lot of things can happen while waiting for the whole group to get healed, between wandering monstering and buffs wearing off.
Very cool.

And you can always put the pressure on the PC's by having that orc or troll or whatever start to hit that alarm gong. It can be balanced with tactics.
 

In a way, what this magic item does is give a Lesser Ring of Regeneration to every member of the party. Sure, they have to pass it around, but it effectively allows them to heal 1 hp per round every round until the entire party is fully healed.

I would never let it in my campaign, but that doesn't mean it's inappropriate to yours. Do you want the characters fully healed after every combat? Anytime you give them a couple of minutes to rest, they're all going to be fully healed, at least at lower levels. (You're healing 10 hit points per minute, to whomever needs it.)

Now, if you want to use it in the module, then you can simply say it only works in that dungeon or change something at the ending so that either the party must sacrifice the healing item to win or it somehow stops working or is destroyed.
 

Change it to a very large arcane disk with sigils engraved on the sides. Require them to take half an hour to set it up by drawing corresponding sigils on the ground around it, then have it cast cure minor wounds every round for half an hour on whoever stands on it. After that, it requires eight hours of total sunlight or total darkness to recharge.

And if they charge it on darkness too often, something bad happens.
 

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