![]() have it add the descriptor to every new weapon it enhances tie it to a specific location (immovable) Now, the main ideas it gives me quickly nudge it over the line into minor artifact status. make it obscenely heavy and too big to fit into a bag of holding add a DC to use (not an issue w/ my PCs - they LIKE craft checks) If *I* were using it as a wondrous item the PCs could carry around (and I can see *at least* one trying to), I would Wow - neat item! I definitely think it is hovering on the line between wondrous item and minor artifact. Doing it as part of a contest takes SERIOUS huevos. Acknowledging a sticky spot in the rules and addressing it with a magic item takes balls. ![]() ![]() There are magic items to "tweak" doggone near every aspect of rules a character can interact with, especially with the MIC in play now. It's quite an imperfect section of the rules, and as long as they remain RAW, Items like this are not needed, but amazingly useful to a GM in an attempt to keep things smooth and user-friendly. This item goes head to head with one of the stickiest portions of the 3.X rules (speaking as a GM): character wealth. My only two tweaks would be some kind of save for intelligent items, and the specific exclusion of artifacts, which have laready been addressed.Ĥ) BALLS. ![]() It's something pretty much wholly NEW.ģ) Well-crafted mechanics with a lot of the abuse potential written out. It doesnt replicate spell effects, which is something I personally detest in a Wondrous item. Does not "pigeonhole" the item like several other entries I have seen.Ģ) Creative premise, unique function and concept. Evocative and well written, but leaving the "details" to a GM to flesh as he sees fit. Several reasons:ġ) Great description and flavor. This item and author get my "vote" as best of the first round. I am really looking forward to seeing your country. ![]() The other thing is once this item is introduced into a campaign I can see the Players inquiring now how about that Arcane Anvil for Wondrous Items and Rings enchantment transfers DM? Normally non standard body slot magic items have a higher recommend cost based on body affinity.ĭifferent body slots have different suggested magic affinites like Boots for travel spells. I can already envision the spiked chain Holy Avengers for Paladins. On the flip side it would be nice for Paladins being able to get a Holy Avenger enchantment for their diety's favored weapon or some weapon that does more damage than a standard longsword. It really seems more powerful than 20,000 GP because once the PCs have transferred 40,000 GP in weapon or armor enchantments it's paid for in game everything is up and up. Not so useful for random encounters unless the party retreats first but one they know what they are doing but with certain types of monsters they can supercharge their weapons to the best advantage. Fighting against giants normally any magic weapons would have to be sold for half priceįighting werewovlves this week boys break out the Masterwork Silver weapons for your best weapon enchantment transfer.Īnother week we are going to be fighting demons boys break out the the Cold Iron master work weapons for your best weapon enchantment transfer. I was thinking about the Blue Alley adventure in the old Waterdeep boxed set it had a 2" Sword of Sharpness that was mostly good for cutting your fingers and never really intended to be used by the adventurers just a memorable unusable treasure. It would be more of an issue with a commercial adventures for unusual magic items the designers never expected the PCs to be really able to use. I'd probably keep it under the control of the DM and not the players in a game. It is a very interesting item with a day or two it can really supercharge up a group of PCs for the rest of a campaign and squeezing a lot of extra gold out of an odd weapon that would normally go unused or be sold at half price. ![]()
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