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<blockquote data-quote="Saagael" data-source="post: 5098816" data-attributes="member: 84839"><p>Rod of the Silver River:</p><p></p><p>I would bump the critical damage to d8s or d10s, since it's intended for a Feylock by the looks of it and they seem to like the controllery powers that don't deal so much damage. If the player is filling your controller role, rather than a true striker role, I'd consider making the daily power something that does more control, or is a super-teleport power, or both. Eldritch blast (in my experience) is almost ignored past level 5 or 6 since the other at-wills become much more useful.</p><p></p><p>Elit Druin: </p><p></p><p>I'm curious what "may treat these as if trained" means. Does that mean the player gets the +5 trained bonus (which can be argued) or does it mean that they can do anything that requires training in those skills, but don't get the +5. If it's the former, that's really powerful, since it's like two multiclass feats in one item.</p><p></p><p>The encounter seems sub-par, since you'll be unlikely to use it every combat. Though when you do need it, I'm sure it'll be a wonderful power. Other than that, I can't really give any better advice since I don't know who it's meant for (seems like maybe a wizard, but I don't know what the name means, so I can't be sure.</p><p></p><p>Blade of the Word:</p><p></p><p>This looks like a swordmage weapon, though correct me if I'm wrong. In my opinion, using arcana in place of perception is dangerous for one simple reason: In any skill challenge the guy trained in arcana can use arcana to perform nearly anything. This depends on how you run skill challenges and skills, but arcana can really be fluffed to do just about anything, and having it replace perception is just another way of letting the players hyperfocus in one skill and spam that skill during skill challenges. </p><p></p><p>Now, if the party has no guy trained in perception, and the player has an array of other skills they use, then it's fine. It all depends on how you use skills, and you know your players best. The encounter is lackluster to me, since (this is assuming the sword is going to a swordmage or other defender) defenders have the defenses and hit points to take hits (it's their job!), so mitigating one attack per combat is meh, when the role is built to take hits. If this is instead going to some other class that's more squishy, then it's great. The daily is nice, but when does it end? End of combat? End of next turn? End of combat seems powerful since the 10 square range will usually include all combatants. Personally, I would replace the daily power with something more flavorful and fun. I made a sword for my swordmage that allowed him to lock any door (or similar) with an arcana check as an encounter power, and it had a daily power that allowed him or an ally to look like any other medium humanoid for 24 hours. Not very combat-oriented, but if your party likes pulling crazy stunts, this can be a great motivator.</p><p></p><p>Staff of the Frost Wyrm:</p><p></p><p>First off, be warned that this might insight frost-cheese. After that, I would replace doing damage on a crit and instead have the weapon restrain the target (save ends). Slowing as an encounter and immobilizing as a daily seems lackluster because both effects can be found on at-wills and encounter power respectively. I'd like to see the daily power become something like "Frost-Wyrm Aura", which is an aura 2 that lasts until the end of the encounter and slows enemies (or creatures, depending on how evil you are <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />) if they start their turn in the aura (or does damage, or both. It's up to you, I'm just saying what I think would be more flavorful). It looks like this is going to a wizard, so you don't have to make it so controllery since the wizard will have all those powers already. Make it something that really makes the wizard feel bad-ass! Slowing and immobilizing, by themselves, are not bad-ass.</p><p></p><p>The Stehil:</p><p></p><p>First, I love the name. I also like the "cut through anything" bit. Nice and flavorful while still keeping real impact to a minimum. The bonus to damage with CA seems dangerous, since it looks like this is for a rogue, and rogues already get lots of stuff with combat advantage. However, it's probably not game breaking and is a nice static buff. The crit dice look good, to me.</p><p></p><p>The at-will is good, since it helps the squishy rogue survive. Though I can't help but think that something is missing here... Again, perhaps a utility-like power is needed. Again, I can't really offer much since I don't know how the character is played.</p><p></p><p>Risca’s Chainmail: </p><p></p><p>I really like this item, with one exception: If the cleric getting this (assuming it's a cleric) already focuses on healing, then this armor seems like overkill. What I would do is take the deity the cleric worships and put powers in that are inspired by that deity. The daily is alright, but with the static "+enhancement bonus to healing" it might seem redundant when the cleric can heal a character for healing surge+45. The at-will and encounter power look nice and balanced, but the daily seems redundant to me, unless your party finds themselves always needing lots of healing, but then you've got other problems there.</p><p></p><p>Dwarven Forged Hammer:</p><p></p><p>Never played or seen a warden played, so you mileage may vary with my advice. That said, I think it looks fairly good as-is. The encounter power is kind of boring, but then again, if your party lacks damage, it's great.</p><p></p><p></p><p>I did something like this for my players, and made them all custom artifact items that match their characters' deity/beliefs. It was quite fun, and they all love the items. Here are the links to the items if you want to check them out (I'm pretty sure you can view them, though I don't know if Obsidian Portal will play nice): <a href="http://www.obsidianportal.com/items/bahamuts_fang" target="_blank">Bahamut's Fang</a>, <a href="http://www.obsidianportal.com/items/garb_of_the_raven_queen" target="_blank">Garb of the Raven Queen</a>, <a href="http://www.obsidianportal.com/items/natures_bounty" target="_blank">Nature's Bounty</a>, <a href="http://www.obsidianportal.com/items/emblem_of_the_darkened_sun" target="_blank">Emblem of the Darkened Sun</a>, <a href="http://www.obsidianportal.com/items/charter_blade" target="_blank">Nehima, Charter Blade</a>, <a href="http://www.obsidianportal.com/items/mantle_wandering_master" target="_blank">Mantle of the Wandering Master</a></p></blockquote><p></p>
[QUOTE="Saagael, post: 5098816, member: 84839"] Rod of the Silver River: I would bump the critical damage to d8s or d10s, since it's intended for a Feylock by the looks of it and they seem to like the controllery powers that don't deal so much damage. If the player is filling your controller role, rather than a true striker role, I'd consider making the daily power something that does more control, or is a super-teleport power, or both. Eldritch blast (in my experience) is almost ignored past level 5 or 6 since the other at-wills become much more useful. Elit Druin: I'm curious what "may treat these as if trained" means. Does that mean the player gets the +5 trained bonus (which can be argued) or does it mean that they can do anything that requires training in those skills, but don't get the +5. If it's the former, that's really powerful, since it's like two multiclass feats in one item. The encounter seems sub-par, since you'll be unlikely to use it every combat. Though when you do need it, I'm sure it'll be a wonderful power. Other than that, I can't really give any better advice since I don't know who it's meant for (seems like maybe a wizard, but I don't know what the name means, so I can't be sure. Blade of the Word: This looks like a swordmage weapon, though correct me if I'm wrong. In my opinion, using arcana in place of perception is dangerous for one simple reason: In any skill challenge the guy trained in arcana can use arcana to perform nearly anything. This depends on how you run skill challenges and skills, but arcana can really be fluffed to do just about anything, and having it replace perception is just another way of letting the players hyperfocus in one skill and spam that skill during skill challenges. Now, if the party has no guy trained in perception, and the player has an array of other skills they use, then it's fine. It all depends on how you use skills, and you know your players best. The encounter is lackluster to me, since (this is assuming the sword is going to a swordmage or other defender) defenders have the defenses and hit points to take hits (it's their job!), so mitigating one attack per combat is meh, when the role is built to take hits. If this is instead going to some other class that's more squishy, then it's great. The daily is nice, but when does it end? End of combat? End of next turn? End of combat seems powerful since the 10 square range will usually include all combatants. Personally, I would replace the daily power with something more flavorful and fun. I made a sword for my swordmage that allowed him to lock any door (or similar) with an arcana check as an encounter power, and it had a daily power that allowed him or an ally to look like any other medium humanoid for 24 hours. Not very combat-oriented, but if your party likes pulling crazy stunts, this can be a great motivator. Staff of the Frost Wyrm: First off, be warned that this might insight frost-cheese. After that, I would replace doing damage on a crit and instead have the weapon restrain the target (save ends). Slowing as an encounter and immobilizing as a daily seems lackluster because both effects can be found on at-wills and encounter power respectively. I'd like to see the daily power become something like "Frost-Wyrm Aura", which is an aura 2 that lasts until the end of the encounter and slows enemies (or creatures, depending on how evil you are :D) if they start their turn in the aura (or does damage, or both. It's up to you, I'm just saying what I think would be more flavorful). It looks like this is going to a wizard, so you don't have to make it so controllery since the wizard will have all those powers already. Make it something that really makes the wizard feel bad-ass! Slowing and immobilizing, by themselves, are not bad-ass. The Stehil: First, I love the name. I also like the "cut through anything" bit. Nice and flavorful while still keeping real impact to a minimum. The bonus to damage with CA seems dangerous, since it looks like this is for a rogue, and rogues already get lots of stuff with combat advantage. However, it's probably not game breaking and is a nice static buff. The crit dice look good, to me. The at-will is good, since it helps the squishy rogue survive. Though I can't help but think that something is missing here... Again, perhaps a utility-like power is needed. Again, I can't really offer much since I don't know how the character is played. Risca’s Chainmail: I really like this item, with one exception: If the cleric getting this (assuming it's a cleric) already focuses on healing, then this armor seems like overkill. What I would do is take the deity the cleric worships and put powers in that are inspired by that deity. The daily is alright, but with the static "+enhancement bonus to healing" it might seem redundant when the cleric can heal a character for healing surge+45. The at-will and encounter power look nice and balanced, but the daily seems redundant to me, unless your party finds themselves always needing lots of healing, but then you've got other problems there. Dwarven Forged Hammer: Never played or seen a warden played, so you mileage may vary with my advice. That said, I think it looks fairly good as-is. The encounter power is kind of boring, but then again, if your party lacks damage, it's great. I did something like this for my players, and made them all custom artifact items that match their characters' deity/beliefs. It was quite fun, and they all love the items. Here are the links to the items if you want to check them out (I'm pretty sure you can view them, though I don't know if Obsidian Portal will play nice): [URL="http://www.obsidianportal.com/items/bahamuts_fang"]Bahamut's Fang[/URL], [URL="http://www.obsidianportal.com/items/garb_of_the_raven_queen"]Garb of the Raven Queen[/URL], [URL="http://www.obsidianportal.com/items/natures_bounty"]Nature's Bounty[/URL], [URL="http://www.obsidianportal.com/items/emblem_of_the_darkened_sun"]Emblem of the Darkened Sun[/URL], [URL="http://www.obsidianportal.com/items/charter_blade"]Nehima, Charter Blade[/URL], [URL="http://www.obsidianportal.com/items/mantle_wandering_master"]Mantle of the Wandering Master[/URL] [/QUOTE]
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