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3 years ago ::
Oct 05, 2010 - 5:34AM
#1
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Date Joined:
Oct 10, 2005
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It's a crosspost from the Article Errata, but part of it has nothing to do with errata and more a general Question about uncommon Potions so I wanted to further discuss it here...
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While I like the Ideas of these Items, they are all WAY too good. All these Potions have an encounter long BIG advantage at a very low cost (like 20 Gold for +3 Speed and AC Bonus vs Opportunity Attacks).
If you don't play with the Common/Ucommon Rules (I don't think many will suddenly ban all the Shops in the middle of a Campaign) than these are gamestoppers.
By the way how are you supposed to give them out? The new treasure-tabels are for usuall magic Items, the players would be very dissapointed if I would give out a potion instead of a regular item (Consumables are not even worth a tenth of a non-consumable) like a weapon and you cannot buy uncommon Potions anymore...
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3 years ago ::
Oct 05, 2010 - 5:47AM
#2
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Date Joined:
Aug 24, 2005
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baumi, Thank you for creating this thread. I've linked to this thread as the official Discussion Thread for the article. However, if you create more threads, please try to use the standard format. Thank you. Dragon 392 Bazaar of the Bizarre: Illumian Echoes by Robert J. Schwalb Though the illumians are now gone, their works remain. Great treasures linger in secure vaults all across the White Desert. Talk about this Article here.
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3 years ago ::
Oct 05, 2010 - 5:52AM
#3
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Date Joined:
Oct 10, 2005
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Sorry, but I couldn't find any official Thread for the Article. What should I have done differently?
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3 years ago ::
Oct 05, 2010 - 5:53AM
#4
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Date Joined:
Jul 29, 2005
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I have to agree with the OP. 200gp for encounter long +6 untyped bonus to damage? Yes, please. Heck, for 20 gp a low level character could have +2 to initiative checks once a day (which is way cheap for an item that isn't expended when used that way).
The more expensive ones are awesome too. 650 for regen 10 all encounter (strictly better than the level 19 potion of regeneration which is 4200 and only works when you're bloodied). 4200 to only take half-damage from (nearly) all attacks, all encounter. 17,000 to (nearly) ensure that you make every saving throw for the whole encounter.
All awesome, and all of these are going to make my DM regret his decision to try to ignore the rarity rules and still let us craft uncommon items.
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3 years ago ::
Oct 05, 2010 - 5:55AM
#5
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Date Joined:
Aug 24, 2005
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Sorry, but I couldn't find any official Thread for the Article. What should I have done differently?
Making the thread was fine. The only thing you should have done differently was that the first post of a discussion thread should be formatted as mine was. We use the following format.
Article name, linked to the article's page. Author's Name
Short description
'Talk about this Article/Preview/Editorial/etc here.'
(Image)
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3 years ago ::
Oct 05, 2010 - 5:59AM
#6
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Date Joined:
Oct 10, 2005
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Thanks for the explanation!
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3 years ago ::
Oct 05, 2010 - 6:16AM
#7
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Date Joined:
Apr 27, 2006
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a pleasant article. however, i do have one suggestion:
these are words (syllables, to be exact) of creation. their requirement should be "you must be able to speak primordial or supernal," not abyssal. not only did the demons have nothing to do with the creation of the world, but, thematically, demons are associated with destruction, not creation. so, the current requirement seems quite inappropriate.
sure, demon lords might have spawned certain races, but primordial is MUCH more appropriate.
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3 years ago ::
Oct 05, 2010 - 6:27AM
#8
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Date Joined:
Aug 24, 2005
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Thanks for the explanation! 
Anytime. Let us know if you have any other questions.
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3 years ago ::
Oct 05, 2010 - 6:35AM
#9
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Primordial vs. Abyssal: Let me direct you to Rules Compendium page 69, where it says Primordial "has none of the special qualities of supernal." Then look at the next page under Words of Power, where it says "[Supernal and Abyssal] also include words of power--words whose syllables contain the raw magic of creation... or primordial evil."
Balance: If you choose to ignore the magic item rarity rules that's your decision of course, but understand uncommon and rare items are going to be more powerful since the DM controls their acquisition. I just simply cannot imagine these items lying around in a dusty artificer's shop, waiting for a passing adventurer to plunk down his/her 200 gp.
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3 years ago ::
Oct 05, 2010 - 6:36AM
#10
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Date Joined:
Nov 17, 2008
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@ Baumi: to keep the erata thread clean, i´ll just repost my answer here and delete the original one. They are all WAY too good. All these Potions have an encounter long BIG advantage at a very low cost.
If you don't play with the Common/Ucommon Rules (like most Campaigns at the moment) than these are gamestoppers.
This is their new concept of item creation. They freed themselfs from the necassity to create balanced items, instead they introduced the new rarity system and pushed the responcibility to the DM by making him the "master of all noncommon items".
- Is this system better than the one we had before? Probably not.
- Does it make the game easier for new players? Unless you are a DM, yes. If you are the DM: Get prepared, for if there are items in your game that break it, you are now the only one to blame.
- Will this introduce more items? Most likely yes. If you dont have to worry about balancing anymore, you can dish out allmost anything you have in mind.
- Will this system be changed once we detect weaknesses/errors? Rather unlikely, for WotC tends to leave coreelements untuched for some time unless they are horribly broken. But there will most likely be many homebrewed rules out there, fore many DMs dont like this as far as i know.
By the way how are you supposed to give them out? The new treasure-tabels are for usuall magic Items, the players would be very dissapointed if I would give out a potion instead of a regular item (Consumables are not even worth a tenth of a non-consumable) like a weapon and you cannot buy uncommon Potions anymore...
You can probably hand them out instead of gold when calculating loot, while using the level of the item to determine if your party is supposed to have it yet. I resommend to hand this items out rarely, maby each character might have one ore two at a time. Somewhat like a measure of last resort they can use if it is one of this days you seem to be rolling only 1´s and your enemys allways crit on you.
D&D Outsider since Nov 18th 2010, if you wonder about the little red dragon, this one is dedicated to the great VT community.
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