I have updated the Isle of Dread module from the days of old and set my group in motion.
The party of five is starting a level 1 as shipwrecked slaves. Little starting equipment.
My issue is that one of the party has chosen to be an artificer/cartographer. I have advised the group in session 0 that access to refined metal will be very limited. As such armor and weapons will be difficult to come by. I am concerned about the creation aspect of the artificer. He may become the most powerful of the group with his class abilities.
How can I /Should I, limit the creation of items/magic items. I have thought that I could just impose the use of more organic materials instead of metal. If he can think through and present to me, The DM, a reasonable way to create the item I could allow it.
I'm open to other possibilities and solutions as suggested.
Halloween fan, Lego master, Dm, bookworm, Ravenclaw and chef. Under 18 year old, currently posting in BST (UK time). Autistic, dyslexic as a warning I might ask you some personal questions so please don’t hate me Master of the clouds, ruler of the sky’s and controller of the Night Death shall come to us all, we just chose when
Unless you're changing it, the Isle of Dread runs from L1-10, so there shouldn't really be balance issues, because the invocations for items that I'd expect to potentially cause problems are limited to L10 or higher. If the Artificer gives infused items to other members of the party, there will absolutely be no problem, and even if the Artificer personally keeps all of its infused items, there are magic items in the module that other players can acquire that should even it out.
If you decide to make refined metal available in a limited capacity, given the nature of the Island you could put the remains of former adventurers who'd attempted to conquer the island anywhere, though most of any impressive gear would likely have ended up in a dragon's hoard, or in the possession of one of the tribes on the island, and some amount of deterioration could be applied if you want, such as a rusty sword breaking when a natural 1 is rolled with it. or a set of rusty Heavy Armor losing a point of AC whenever its wearer is struck by a critical hit. Maybe at some point they come across a Silvered weapon, since the tarnish won't have affected its integrity, but doesn't otherwise give any benefits against the creatures found on the island.
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I have updated the Isle of Dread module from the days of old and set my group in motion.
The party of five is starting a level 1 as shipwrecked slaves. Little starting equipment.
My issue is that one of the party has chosen to be an artificer/cartographer. I have advised the group in session 0 that access to refined metal will be very limited. As such armor and weapons will be difficult to come by. I am concerned about the creation aspect of the artificer. He may become the most powerful of the group with his class abilities.
How can I /Should I, limit the creation of items/magic items. I have thought that I could just impose the use of more organic materials instead of metal. If he can think through and present to me, The DM, a reasonable way to create the item I could allow it.
I'm open to other possibilities and solutions as suggested.
Maybe give the other players some buffs?
Halloween fan, Lego master, Dm, bookworm, Ravenclaw and chef.
Under 18 year old, currently posting in BST (UK time). Autistic, dyslexic as a warning I might ask you some personal questions so please don’t hate me
Master of the clouds, ruler of the sky’s and controller of the Night
Death shall come to us all, we just chose when
Are they vasty over-powered under normal circumstances?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Campaign is just starting at level 1. I'm just looking ahead to future possibilities/problems.
Party consists of the Artificer, Rogue, Cleric, Barbarian, and Bard.
Unless you're changing it, the Isle of Dread runs from L1-10, so there shouldn't really be balance issues, because the invocations for items that I'd expect to potentially cause problems are limited to L10 or higher. If the Artificer gives infused items to other members of the party, there will absolutely be no problem, and even if the Artificer personally keeps all of its infused items, there are magic items in the module that other players can acquire that should even it out.
If you decide to make refined metal available in a limited capacity, given the nature of the Island you could put the remains of former adventurers who'd attempted to conquer the island anywhere, though most of any impressive gear would likely have ended up in a dragon's hoard, or in the possession of one of the tribes on the island, and some amount of deterioration could be applied if you want, such as a rusty sword breaking when a natural 1 is rolled with it. or a set of rusty Heavy Armor losing a point of AC whenever its wearer is struck by a critical hit. Maybe at some point they come across a Silvered weapon, since the tarnish won't have affected its integrity, but doesn't otherwise give any benefits against the creatures found on the island.