Crucius
2020-09-04, 10:52 AM
So I'm making a very rare magic item that uses the action of one PC, and the reaction of two others. This means it takes 3 'actions' out of the action economy. Should a magic item be balanced around that? (same goes for an item that has to be primed using a bonus action, then activated using an action for example)
Some quick maths: Let's say you want to make a strong item (otherwise it probably wont get used, you know how it is), so you take fireball damage (action) + 2 opportunity attacks (2 reactions) worth of damage; 8d6 + 2*(3d6) (~1d10+4 damage on average) = 14d6.
Now that is... quite chunky. It's the power of a fireball at 9th level. Is it fair to take the two reactions into account when determining the damage for the item?
Or maybe the broader question is: should an item's damage be determined by the amount of 'actions' spend on it, or should there be a ceiling of damage that can be delivered in one burst?
If an item's damage IS determined by the amount of actions, then what is the value of an action, bonus action and reaction? (quantity being damage, and unit being d6 I guess?)
(I know actions can be used on various non-damaging things which can be much more valuable, and most of it will be determined by classes, but I mean on average based on damage potential of things that do do damage hehehe, do-do)
Rings of the Triumvirate (Very Rare, Requires Attunement)
A trio of rings carved from solid grey matter.
The Weave reverberates between three psionic nodes, unleashing a torrent of psychic energy. As an action you can spend 1 psi point to choose two allies within 30 feet of you that also wear a ring, and who are also 30 feet within each other. They can use their reactions to also spend 1 psi point. Each creature within the area between you and your allies must make a DC 13 Int saving throw. On a failed save, a target 6d6 psychic damage from each creature that spent a psi point, or half as much on a successful one. The saving throw is made with disadvantage if both allies spent a psi point.
Once a psi point is spent on the ring, it can’t be used again until the next dawn.
(with psi points being a campaign specific thing, which in and of itself are quite scarce, but have so far no other in-combat uses, so you can disregard them basically)
14d6 would translate to 5d6 per person, but I wanted to future-proof this bad boy so I added another 1d6 (the party is now level 9 and they are seriously punching above their weight)
Some quick maths: Let's say you want to make a strong item (otherwise it probably wont get used, you know how it is), so you take fireball damage (action) + 2 opportunity attacks (2 reactions) worth of damage; 8d6 + 2*(3d6) (~1d10+4 damage on average) = 14d6.
Now that is... quite chunky. It's the power of a fireball at 9th level. Is it fair to take the two reactions into account when determining the damage for the item?
Or maybe the broader question is: should an item's damage be determined by the amount of 'actions' spend on it, or should there be a ceiling of damage that can be delivered in one burst?
If an item's damage IS determined by the amount of actions, then what is the value of an action, bonus action and reaction? (quantity being damage, and unit being d6 I guess?)
(I know actions can be used on various non-damaging things which can be much more valuable, and most of it will be determined by classes, but I mean on average based on damage potential of things that do do damage hehehe, do-do)
Rings of the Triumvirate (Very Rare, Requires Attunement)
A trio of rings carved from solid grey matter.
The Weave reverberates between three psionic nodes, unleashing a torrent of psychic energy. As an action you can spend 1 psi point to choose two allies within 30 feet of you that also wear a ring, and who are also 30 feet within each other. They can use their reactions to also spend 1 psi point. Each creature within the area between you and your allies must make a DC 13 Int saving throw. On a failed save, a target 6d6 psychic damage from each creature that spent a psi point, or half as much on a successful one. The saving throw is made with disadvantage if both allies spent a psi point.
Once a psi point is spent on the ring, it can’t be used again until the next dawn.
(with psi points being a campaign specific thing, which in and of itself are quite scarce, but have so far no other in-combat uses, so you can disregard them basically)
14d6 would translate to 5d6 per person, but I wanted to future-proof this bad boy so I added another 1d6 (the party is now level 9 and they are seriously punching above their weight)