I'm running a campaign where there are 6 main rulers my players must kill to obtain there power stone to give to their king for every boss a player gets a legendary magic item made specifically for them. One of the concepts I've been working on is a technologically advanced civilization inspired by grease that is controlled by their monarch who is a person who completely replaced there body with a robot. Once they beat them I will give them an item with these specifications.
Any magic item that you have can be reforged into a completely different item one rarity bellow is rarity as long as the item contains the necessary resources to make the item. For example a sword to a ring. Or if you have two magic items of the same rarity you can make one item of that rarity.
You can change the elemental damage of a magical weapon
Every day you may pick a damage type and are able to change the damage type of any spell to that type as many times as you like during that day.
What is your opinion on this concept and its balancing.
.... One of the concepts I've been working on is a technologically advanced civilization inspired by grease that is controlled by their monarch who is a person who completely replaced there body with a robot....
This, idea is pure gold. A 1970s take on 1950s rock culture, set in a distant high tech setting. Savor this idea. It's far too brilliant.
I have Space Dandy headcanon from your description.
Any magic item that you have can be reforged into a completely different item one rarity bellow is rarity as long as the item contains the necessary resources to make the item. For example a sword to a ring. Or if you have two magic items of the same rarity you can make one item of that rarity.
That's a fine idea for in universe crafting, I would as a Forever DM allow Artificers to do this as a House rule. And have in World Crafters able to do this so as not to burden the players with Artificers. As class I love, that needs love, and WotC keeps nerfing even though it has always been the weakest class, and the current UA is even worse than before.
It kind of reminds me of the Grinder from Borderlands. I like this idea, very dieselpunk.
I'd recommend a luck element to it, where sometimes you get an item of even higher quality. You can make the percentage low: 1-92% gets a lower rarity item, 93-100% gets an upgrade. Adds a gambling aspect to it. I'd also consider making it cost some coin to do.
I'm running a campaign where there are 6 main rulers my players must kill to obtain there power stone to give to their king for every boss a player gets a legendary magic item made specifically for them. One of the concepts I've been working on is a technologically advanced civilization inspired by grease that is controlled by their monarch who is a person who completely replaced there body with a robot. Once they beat them I will give them an item with these specifications.
Any magic item that you have can be reforged into a completely different item one rarity bellow is rarity as long as the item contains the necessary resources to make the item. For example a sword to a ring. Or if you have two magic items of the same rarity you can make one item of that rarity.
You can change the elemental damage of a magical weapon
Every day you may pick a damage type and are able to change the damage type of any spell to that type as many times as you like during that day.
What is your opinion on this concept and its balancing.
Allowing players to essentially choose magic items for their PC's is a nightmare waiting to happen. The synergies some items give specific classes WILL totally blow apart game balance. PC's, particularly at level 8 and above, are already too powerful, and what you suggest is going to lead to situations as DM will NOT be happy with.
that is true however the item requires you to be able to make the item out of the original item that way you cant make a deck of many things out of a ring or something worthless
Allowing players to essentially choose magic items for their PC's is a nightmare waiting to happen. The synergies some items give specific classes WILL totally blow apart game balance. PC's, particularly at level 8 and above, are already too powerful, and what you suggest is going to lead to situations as DM will NOT be happy with.
Disagree.
Also allowing players to create a character and have magic items that synergize with their build is fun, people having fun is what I look forward to as DM. Hells I make OP customized gear that synergizes with character builds as Homebrew magic items all the time. Example: https://www.dndbeyond.com/magic-items/8093814-lute-of-the-merryweather-bard-1
Also this is what WotC gives in the 2024 PHB "Starting at Higher Levels" as recommended starting gear. Which is the barest minimum gear, all picked by the Player.
Starting Equipment
The DM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the DM.
Also, check with your DM about what equipment is available for you to buy with your starting money. For example, the firearms described in chapter 6 are too expensive for level 1 characters, but they might be available for purchase if your DM allows them.
Starting Equipment at Higher Levels
Starting Level
Equipment and Money
Magic Items
2–4
Normal starting equipment
1 Common
5–10
500 GP plus 1d10 × 25 GP plus normal starting equipment
1 Common, 1 Uncommon
11–16
5,000 gp plus 1d10 × 250 GP plus normal starting equipment
2 Common, 3 Uncommon, 1 Rare
17–20
20,000 GP plus 1d10 × 250 GP plus normal starting equipment
Greece the modern nation in the Aegean, with an Ancient Civilization usually referred to as Ancient Greece, but really should be called Hellenistic civilization, but modern English speakers are linguistically lazy.
Kind of disappointed this wasn't a pic from Xanadu tbh, to keep with the Grease theme
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Any magic item that you have can be reforged into a completely different item one rarity bellow is rarity as long as the item contains the necessary resources to make the item. For example a sword to a ring. Or if you have two magic items of the same rarity you can make one item of that rarity.
The thing about the listed rarities for magic items is that they don't always correlate to how powerful the item is
Rather than having a set rule, I would keep it at your discretion -- the party tells you what item they want to make, you tell them what they need to make it
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I'm running a campaign where there are 6 main rulers my players must kill to obtain there power stone to give to their king for every boss a player gets a legendary magic item made specifically for them. One of the concepts I've been working on is a technologically advanced civilization inspired by grease that is controlled by their monarch who is a person who completely replaced there body with a robot. Once they beat them I will give them an item with these specifications.
Any magic item that you have can be reforged into a completely different item one rarity bellow is rarity as long as the item contains the necessary resources to make the item. For example a sword to a ring. Or if you have two magic items of the same rarity you can make one item of that rarity.
You can change the elemental damage of a magical weapon
Every day you may pick a damage type and are able to change the damage type of any spell to that type as many times as you like during that day.
What is your opinion on this concept and its balancing.
Allowing players to essentially choose magic items for their PC's is a nightmare waiting to happen. The synergies some items give specific classes WILL totally blow apart game balance. PC's, particularly at level 8 and above, are already too powerful, and what you suggest is going to lead to situations as DM will NOT be happy with.
For what it's worth, I'm fine with it. My power as a DM is literally infinite, so I have no problem countering powerful PCs.
Now if you primarily run modules and don't have the time increase encounter difficulty, yeah this is a legitimate issue. But sounds like OP is running a custom world.
Allowing players to essentially choose magic items for their PC's is a nightmare waiting to happen. The synergies some items give specific classes WILL totally blow apart game balance. PC's, particularly at level 8 and above, are already too powerful, and what you suggest is going to lead to situations as DM will NOT be happy with.
Disagree.
Also allowing players to create a character and have magic items that synergize with their build is fun, people having fun is what I look forward to as DM. Hells I make OP customized gear that synergizes with character builds as Homebrew magic items all the time. Example: https://www.dndbeyond.com/magic-items/8093814-lute-of-the-merryweather-bard-1
Also this is what WotC gives in the 2024 PHB "Starting at Higher Levels" as recommended starting gear. Which is the barest minimum gear, all picked by the Player.
Starting Equipment
The DM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the DM.
Also, check with your DM about what equipment is available for you to buy with your starting money. For example, the firearms described in chapter 6 are too expensive for level 1 characters, but they might be available for purchase if your DM allows them.
Starting Equipment at Higher Levels
Starting Level
Equipment and Money
Magic Items
2–4
Normal starting equipment
1 Common
5–10
500 GP plus 1d10 × 25 GP plus normal starting equipment
1 Common, 1 Uncommon
11–16
5,000 gp plus 1d10 × 250 GP plus normal starting equipment
2 Common, 3 Uncommon, 1 Rare
17–20
20,000 GP plus 1d10 × 250 GP plus normal starting equipment
2 Common, 4 Uncommon, 3 Rare, 1 Very Rare
*emphasis mine* Not that I actually know if this is a good idea.
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I'm running a campaign where there are 6 main rulers my players must kill to obtain there power stone to give to their king for every boss a player gets a legendary magic item made specifically for them. One of the concepts I've been working on is a technologically advanced civilization inspired by grease that is controlled by their monarch who is a person who completely replaced there body with a robot. Once they beat them I will give them an item with these specifications.
Any magic item that you have can be reforged into a completely different item one rarity bellow is rarity as long as the item contains the necessary resources to make the item. For example a sword to a ring. Or if you have two magic items of the same rarity you can make one item of that rarity.
You can change the elemental damage of a magical weapon
Every day you may pick a damage type and are able to change the damage type of any spell to that type as many times as you like during that day.
What is your opinion on this concept and its balancing.
Ok, the magic item well, have some thoughts, but first lets unpack.
This, idea is pure gold. A 1970s take on 1950s rock culture, set in a distant high tech setting. Savor this idea. It's far too brilliant.
I have Space Dandy headcanon from your description.
That's a fine idea for in universe crafting, I would as a Forever DM allow Artificers to do this as a House rule. And have in World Crafters able to do this so as not to burden the players with Artificers. As class I love, that needs love, and WotC keeps nerfing even though it has always been the weakest class, and the current UA is even worse than before.
wrong greese lol
It kind of reminds me of the Grinder from Borderlands. I like this idea, very dieselpunk.
I'd recommend a luck element to it, where sometimes you get an item of even higher quality. You can make the percentage low: 1-92% gets a lower rarity item, 93-100% gets an upgrade. Adds a gambling aspect to it. I'd also consider making it cost some coin to do.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Allowing players to essentially choose magic items for their PC's is a nightmare waiting to happen. The synergies some items give specific classes WILL totally blow apart game balance. PC's, particularly at level 8 and above, are already too powerful, and what you suggest is going to lead to situations as DM will NOT be happy with.
that is true however the item requires you to be able to make the item out of the original item that way you cant make a deck of many things out of a ring or something worthless
Disagree.
Also allowing players to create a character and have magic items that synergize with their build is fun, people having fun is what I look forward to as DM. Hells I make OP customized gear that synergizes with character builds as Homebrew magic items all the time. Example: https://www.dndbeyond.com/magic-items/8093814-lute-of-the-merryweather-bard-1
Also this is what WotC gives in the 2024 PHB "Starting at Higher Levels" as recommended starting gear. Which is the barest minimum gear, all picked by the Player.
Still the wrong Greece I guess.
Reading that I'm thinking the classic Musical, my minds eye is still really enjoying this idea.
Greese... a river in Ireland?
Greece the modern nation in the Aegean, with an Ancient Civilization usually referred to as Ancient Greece, but really should be called Hellenistic civilization, but modern English speakers are linguistically lazy.
So which is right?
Grease
Greese
Or
Hellenistic
Picture from:
アレクサンダー戦記 Alexander Senki; Reign: The Conqueror
Kind of disappointed this wasn't a pic from Xanadu tbh, to keep with the Grease theme
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The thing about the listed rarities for magic items is that they don't always correlate to how powerful the item is
Rather than having a set rule, I would keep it at your discretion -- the party tells you what item they want to make, you tell them what they need to make it
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
For what it's worth, I'm fine with it. My power as a DM is literally infinite, so I have no problem countering powerful PCs.
Now if you primarily run modules and don't have the time increase encounter difficulty, yeah this is a legitimate issue. But sounds like OP is running a custom world.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
*emphasis mine* Not that I actually know if this is a good idea.