Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Trying to make balanced but cool item
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shaker" data-source="post: 4811770" data-attributes="member: 83801"><p>So as part of the campaign I'm writing, one of the characters is picking up a pair of magical rapiers - I want them to be cool, since they tie into his story very tightly, but not overpowered. Here's the basic design I'm trying, and I'd like other DM's opinions on what may be too much. In essence, I do want him to prefer these over anything else he'd find (and he would anyway due to story concerns) but I don't want them to completely overpower the campaign. </p><p> </p><p>I'm dropping them in as lvl 5 magic items, basically at the 'final' level of their respective plus, so he won't be able to upgrade them to +2 till he has access to lvl 10 magic items.</p><p> </p><p>So the idea is that there's a pair of these swords, and they house the souls of two powerful wolves - the two wolves are somewhat competitive, so they tend to balance eachother out. </p><p> </p><p>Base stats are +1 rapiers with no properties/powers. When he lands a killing blow with an attack, the rapier in his main hand 'empowers', going to +2 with no properties, and the other one (losing the 'competition') goes to +0. They can further empower/diminish one more rank, giving him a +3 and a -1 (-1 to attack, -1 to damage, 0d6 on crit). He can swap which sword is in which hand in order to balance them back out if he so chooses. After an extended rest, the swords reset to the balanced state.</p><p> </p><p>When a sword is at its maximum or minimum level, it gains a property - this is where the balance seems to get tricky. The ideas I had so far were:</p><p> </p><p>First sword (Lone Wolf theme, based on mobility) max level property (when the sword is fully empowered) - Gain access to Wolf Spirit Walk power: </p><p>Free Action - At will</p><p>Can only be used once per turn, can only be used on player's turn</p><p>Move 2 squares - this movement ignores difficult terrain</p><p> </p><p>Minimum level property (when the OTHER sword is fully empowered): -1 to base movement speed</p><p> </p><p>Second sword (Leader of the Pack theme - based on group combat) max level property, when the sword is fully empowered - Gain access to Dogpile power:</p><p>Free Action - Encounter</p><p>Trigger: Your attack bloodies an enemy</p><p>Effect: All of your allies adjacent to that enemy can make a MBA as an opportunity action.</p><p> </p><p>Minimum level property (when the other sword is fully empowered): Player grants enemies +3 to attack rolls with combat advantage instead of +2.</p><p> </p><p> </p><p>So the things I'm not sure about are generally the properties - are the positives too good? Should the "Dogpile" power be a daily instead of an encounter - should the MBA be an interrupt action so it has some cost to the players using it? And I had a very hard time coming up with a 'negative' property for the Leader of the Pack sword - I wanted something that wasn't just "you get -1 to hit" or "-1 to damage", so if anyone has cool ideas there, I'm very interested in hearing it.</p></blockquote><p></p>
[QUOTE="Shaker, post: 4811770, member: 83801"] So as part of the campaign I'm writing, one of the characters is picking up a pair of magical rapiers - I want them to be cool, since they tie into his story very tightly, but not overpowered. Here's the basic design I'm trying, and I'd like other DM's opinions on what may be too much. In essence, I do want him to prefer these over anything else he'd find (and he would anyway due to story concerns) but I don't want them to completely overpower the campaign. I'm dropping them in as lvl 5 magic items, basically at the 'final' level of their respective plus, so he won't be able to upgrade them to +2 till he has access to lvl 10 magic items. So the idea is that there's a pair of these swords, and they house the souls of two powerful wolves - the two wolves are somewhat competitive, so they tend to balance eachother out. Base stats are +1 rapiers with no properties/powers. When he lands a killing blow with an attack, the rapier in his main hand 'empowers', going to +2 with no properties, and the other one (losing the 'competition') goes to +0. They can further empower/diminish one more rank, giving him a +3 and a -1 (-1 to attack, -1 to damage, 0d6 on crit). He can swap which sword is in which hand in order to balance them back out if he so chooses. After an extended rest, the swords reset to the balanced state. When a sword is at its maximum or minimum level, it gains a property - this is where the balance seems to get tricky. The ideas I had so far were: First sword (Lone Wolf theme, based on mobility) max level property (when the sword is fully empowered) - Gain access to Wolf Spirit Walk power: Free Action - At will Can only be used once per turn, can only be used on player's turn Move 2 squares - this movement ignores difficult terrain Minimum level property (when the OTHER sword is fully empowered): -1 to base movement speed Second sword (Leader of the Pack theme - based on group combat) max level property, when the sword is fully empowered - Gain access to Dogpile power: Free Action - Encounter Trigger: Your attack bloodies an enemy Effect: All of your allies adjacent to that enemy can make a MBA as an opportunity action. Minimum level property (when the other sword is fully empowered): Player grants enemies +3 to attack rolls with combat advantage instead of +2. So the things I'm not sure about are generally the properties - are the positives too good? Should the "Dogpile" power be a daily instead of an encounter - should the MBA be an interrupt action so it has some cost to the players using it? And I had a very hard time coming up with a 'negative' property for the Leader of the Pack sword - I wanted something that wasn't just "you get -1 to hit" or "-1 to damage", so if anyone has cool ideas there, I'm very interested in hearing it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Trying to make balanced but cool item
Top