Bjarkmundur
2019-04-09, 03:41 PM
I pretty much removed feats from my game, and reintroduced them as magic items. I also introduced some item crafting rules, and wanted to give my characters some fun new toys to work with. I've excluding all other magic items, and might give some of the more powerful feats as Very Rare items or end-of-adventure rewards later on.
I still control the suppply; to craft a magic item you need a rare ingredient, which usually involves high CR creatures and some general monster-hunting.
Common and uncommon items in my game mostly come in the form of Consumables, so these are meant as the next step up.
My goal is to have most of these items around the same powerlevel, at least within each group.
No need to assume power gaming or multiclass Shenanigans, I just don't want any "autopick" items (there's a reason war caster, lucky, sentinel, pole arm master and mage Slayer were converted into higher rarity items).
Can you read over these (https://docs.google.com/document/d/1jvJs_lcoQfSr9VgLKgdBlSBzvChmMeddJVTT7mcvj90/edit?usp=drivesdk) and tell me which ones are the most powerful ones, so I can knock them down a peg to keep them balanced, relative to each other.
Also, if there are any effects that seem redundant, or any effects that are clearly missing, please let me know.
My group is two Warlocks, a GW fighter and a rogue, so these items are mainly focused for these classes. I'll add monk, druid and shield stuff later on.
I still control the suppply; to craft a magic item you need a rare ingredient, which usually involves high CR creatures and some general monster-hunting.
Common and uncommon items in my game mostly come in the form of Consumables, so these are meant as the next step up.
My goal is to have most of these items around the same powerlevel, at least within each group.
No need to assume power gaming or multiclass Shenanigans, I just don't want any "autopick" items (there's a reason war caster, lucky, sentinel, pole arm master and mage Slayer were converted into higher rarity items).
Can you read over these (https://docs.google.com/document/d/1jvJs_lcoQfSr9VgLKgdBlSBzvChmMeddJVTT7mcvj90/edit?usp=drivesdk) and tell me which ones are the most powerful ones, so I can knock them down a peg to keep them balanced, relative to each other.
Also, if there are any effects that seem redundant, or any effects that are clearly missing, please let me know.
My group is two Warlocks, a GW fighter and a rogue, so these items are mainly focused for these classes. I'll add monk, druid and shield stuff later on.