I've wanted to make a DnD magic armor that is inspired by The Legend of Zelda's Twilight Princess Magic Armor. I would like peoples' opinions on what I've created.
Below is the description of the video game's armor:
"The Magic Armor is a complete set of golden-plated armor. It prevents Link from taking damage while equipped; instead of his Heart Containers being drained, Rupees are deducted from Link's total. The Magic Armor also drains two Rupees for each step Link takes while it is equipped. When Link runs out of Rupees, the golden armor turns black and grows heavy, impeding Link's movement, similar to when he is wearing the Iron Boots."
Below is what I've come up with. I played with the idea of messing with movement, but decided against it and instead opted for it just being real plate armor after it's magic/coins had been depleted.
Magic Money Armor
Magical Plate Armor. It requires attunement.
While wearing armor, it appears to act as normal Plate Armor.
Action, say the magic phrase and the armor is activated. When activated, take into account the starting amount of coins, gems, jewelry, and works of art PC has on them. This value will be used as the base value. When the PC takes damage, it is immune to that damage. That damage will equal a percentage of the starting value of coins and gems the PC has and will disappear forever. Once the PC has no coins, gems, jewelry, or works of art on them, the armor reverts back to its normal state.
That is way too complicated, I feel. Here's how I would handle it.
It would definitely require attunement, but I'd attach, "As a reaction to being hit by an attack, you may increase your AC by 1 until the start of your next turn. This Increase applies to the triggering attack. Using this feature causes 10 GP, or jewels equal or greater in value to 10 gp to be absorbed by the armor and lost forever. You may spend up to 50 GP in this manner, with each additional 10 GP granting an additional +1 AC, with a maximum of +5"
Not a 1-to-1 recreation of the effects of the armor, but more balanced and easier to keep track of rather than needing to do complicated math every time combat starts or with each time damage is taken. I based it on the Shield spell. Although now that I said that it might be easier to just make it so the armor can cast the Shield Spell by consuming 50 gp lol but I kind of like the risk/reward of having to choose for yourself how much gold to spend on defense.
Although I'm not sure if 10GP is enough cost... late-game that's so negligible it might as well just be +5 armor. Maybe it should scale to the character's level? Either way, I think ti would need some playtesting before knowing for certain.
Edit: Okay I've been thinking more about this and I do think I was overcomplicating this. I think the simple, balanced way to do it would be "While attuned to this armor, you can cast the Shield Spell. Casting the spell in this way includes a Material component of GP equal to 10x Your Character level, which the spell consumes"
I like your idea on simplifying it. The essence I was trying to get to was something along the lines of the invulnerability spell though, but perhaps that is too overpowered...
That would be incredibly powerful. That's a 9th level spell, and getting full invulnerability is pretty intense. Just casting the spell as a spellcaster costs a 9th level spell slot, plus 500 GP. So to make it a legendary suit of armor that simply replicates the spell, allowing the player to cast invulnerability once per day, wouldn't be too ridiculous. But it's definitely a full on, end of game, legendary artifact.
That's why I was trying to "limit" it within the spirit of the Twilight Princess game, but I get how you're saying I'm overly complicating things. I feel like, if it's based upon gold however, that effectively "scales" it accurately to the level the player is playing at. It gives them an option, stay invulnerable but lose all the gold you're making, or play normally and gain gold for better items.
I need to think more on it. I greatly appreciate your input.
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Hey,
I've wanted to make a DnD magic armor that is inspired by The Legend of Zelda's Twilight Princess Magic Armor. I would like peoples' opinions on what I've created.
Below is the description of the video game's armor:
"The Magic Armor is a complete set of golden-plated armor. It prevents Link from taking damage while equipped; instead of his Heart Containers being drained, Rupees are deducted from Link's total. The Magic Armor also drains two Rupees for each step Link takes while it is equipped. When Link runs out of Rupees, the golden armor turns black and grows heavy, impeding Link's movement, similar to when he is wearing the Iron Boots."
Below is what I've come up with. I played with the idea of messing with movement, but decided against it and instead opted for it just being real plate armor after it's magic/coins had been depleted.
That is way too complicated, I feel. Here's how I would handle it.
It would definitely require attunement, but I'd attach, "As a reaction to being hit by an attack, you may increase your AC by 1 until the start of your next turn. This Increase applies to the triggering attack. Using this feature causes 10 GP, or jewels equal or greater in value to 10 gp to be absorbed by the armor and lost forever. You may spend up to 50 GP in this manner, with each additional 10 GP granting an additional +1 AC, with a maximum of +5"
Not a 1-to-1 recreation of the effects of the armor, but more balanced and easier to keep track of rather than needing to do complicated math every time combat starts or with each time damage is taken. I based it on the Shield spell. Although now that I said that it might be easier to just make it so the armor can cast the Shield Spell by consuming 50 gp lol but I kind of like the risk/reward of having to choose for yourself how much gold to spend on defense.
Although I'm not sure if 10GP is enough cost... late-game that's so negligible it might as well just be +5 armor. Maybe it should scale to the character's level? Either way, I think ti would need some playtesting before knowing for certain.
Edit: Okay I've been thinking more about this and I do think I was overcomplicating this. I think the simple, balanced way to do it would be "While attuned to this armor, you can cast the Shield Spell. Casting the spell in this way includes a Material component of GP equal to 10x Your Character level, which the spell consumes"
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I like your idea on simplifying it. The essence I was trying to get to was something along the lines of the invulnerability spell though, but perhaps that is too overpowered...
That would be incredibly powerful. That's a 9th level spell, and getting full invulnerability is pretty intense. Just casting the spell as a spellcaster costs a 9th level spell slot, plus 500 GP. So to make it a legendary suit of armor that simply replicates the spell, allowing the player to cast invulnerability once per day, wouldn't be too ridiculous. But it's definitely a full on, end of game, legendary artifact.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
That's why I was trying to "limit" it within the spirit of the Twilight Princess game, but I get how you're saying I'm overly complicating things. I feel like, if it's based upon gold however, that effectively "scales" it accurately to the level the player is playing at. It gives them an option, stay invulnerable but lose all the gold you're making, or play normally and gain gold for better items.
I need to think more on it. I greatly appreciate your input.