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Opinions On Some Items

So in the current game I'm running, my players are still really early level and I've decided to make a couple Homebrew items.

For my barbarian, I've thought up a 'Rusted Greataxe' that uses a D10 instead of D12 to represent it's broken nature, however when you hit a target with the weapon, they'll need to make a Con save of 10 or more. On a failed save, you roll a D4, and on a 1, the target takes an extra 7 points of bleeding damage from the jagged edges on the weapon, on a 2 or 3, no extra effects happen, and on a 4, the target becomes paralyzed for 6 seconds.

Then for the wizard, I've come up with these 'Potions of Empowerment' that they'll be able to find and buy throughout the campaign. There are two levels to these potions, first level potions allow you to upcast a spell by one spell level, without needing to to use a higher level spell slot, and will last 24 seconds or until a spell is cast. If the spell used deals damage to an enemy, the caster must make a concentration check of 10 + the spells level or take 2D4 psychic damage. The second level variant of this potion is the same, however the the potion lasts for 48 seconds and it's psychic damage is increased to 4D4.

We have a third player who will be joining us at a later date who is brand new to D&D and isn't much for combat, so they want to play a bard and try their hand at roleplay, so I was considering giving them an animated instrument that could act as a sort of familiar for them. I could see it helping them, during performances or helping to distract enemies during combat, but it would only have and AC of 10 and HP of 5, so it could easily be taken out if he isn't careful. But i figured I would let him 'resummon' it once a day so it won't be a perma loss.

So far though the campaign is going well, I misjudged the first big battle and accidently took out the barbarian, but I used some trickery to keep them from being dead and have given them a side quest to go on, so they'll be starting the main campaign with a few extra levels and gear at least.
CountScrofula · 41-45, M
I've been GMing games for around 25 years and some general thoughts:

Are your players enjoying things? Awesome, keep it up! This is more important than anything. Your investment into thinking up interesting items and additions for the players is great and that care matters and makes the games better.

Imma focus on the axe. If you homebrew a rusty axe it should be worse than a normal axe. Nobody would ever want a rusty weapon over a normal one right. Now straight math, a regular axe may be better, but the rusty axe is cooler and has special abilities.

This can lead to a situation where the players all insist on using rusty weapons so may as well have the baddies use them and now the complexity of the mechanics mean every attack roll involves a saving throw and a d4 and fights take forever.

This doesn't mean take away the axe (if you give something cool to a player never take it away they hate that) but just something to think about is if you make something too cool when its supposed to be shitty, people will want it.

Frankly, an easy way to make players realize this actually has a downside is just to have it break when they roll a 1.

The psychic potions sound cool. Maybe amend it to be 2d4 per character level or whatever because if I'm a level 10 wizard I'm drinking that every time because my huge hit point pool won't care if I take 4d4 hp damage and caster level increase is good all day every day.

 
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