So, I had an idea for a magic item based on something I read in a book a number of years ago.
The item is a weapon. The type of weapon is less important. What the item does is reduces the damage output of the weapon by a small amount, likely only a -1 to damage rolls. BUT, the weapon then takes this damage reduction and stores the damage as charges for a later attack. I was thinking of limiting the number of charges that can be stored, maybe around 5, giving it a maximum of +5 to damage, but only after taking five -1s first.
Seems like it could work. would the -1 happen every time, or would the wielder get to choose when? Ditto with when they could apply the bonus. Could be frustrating if you're stuck in the -1 cycle when you're fighting a tougher enemy, only to be forced to unload the extra damage on a mook. I might let the player choose when to use it, so it becomes a tactical choice. And let them choose to take the bonus before it hits 5. And say that at the end of a long rest, it re-sets to 0. Either way, the bookkeeping might get annoying, but otherwise I wouldn't see a problem with it. If you stick to damage, a couple points here and there won't really have much potential for game-breaking impact, and something like this could be fun. Just don't mess with to-hit bonuses, that's where you need to be more careful with balancing.
Another way you could approach this is to let the dice dictate when the charges build up -- rather than voluntarily taking a penalty to damage, the weapon could gain a charge every time the player rolls a 1 on the weapon's damage die.
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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)
So, I had an idea for a magic item based on something I read in a book a number of years ago.
The item is a weapon. The type of weapon is less important. What the item does is reduces the damage output of the weapon by a small amount, likely only a -1 to damage rolls. BUT, the weapon then takes this damage reduction and stores the damage as charges for a later attack. I was thinking of limiting the number of charges that can be stored, maybe around 5, giving it a maximum of +5 to damage, but only after taking five -1s first.
Thoughts?
Seems like it could work. would the -1 happen every time, or would the wielder get to choose when? Ditto with when they could apply the bonus. Could be frustrating if you're stuck in the -1 cycle when you're fighting a tougher enemy, only to be forced to unload the extra damage on a mook. I might let the player choose when to use it, so it becomes a tactical choice. And let them choose to take the bonus before it hits 5. And say that at the end of a long rest, it re-sets to 0. Either way, the bookkeeping might get annoying, but otherwise I wouldn't see a problem with it. If you stick to damage, a couple points here and there won't really have much potential for game-breaking impact, and something like this could be fun. Just don't mess with to-hit bonuses, that's where you need to be more careful with balancing.
Another way you could approach this is to let the dice dictate when the charges build up -- rather than voluntarily taking a penalty to damage, the weapon could gain a charge every time the player rolls a 1 on the weapon's damage die.
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 really like that idea. It's like getting a consolation prize for rolling poor damage.