Item Revamp and Expansion!

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Re: Item Revamp and Expansion!

Post  Zarhon on Mon Apr 08, 2013 10:40 pm

Well, I believe that save ends benefit the most from the traits more than the items (which seem to offer benefits to specific damage stuff and such).

For instance, the sneak attack trait, and the already mentioned save ends penalties.

If you want to make OP save ends builds, you don't need items - just get traits. You can get those via training certificates, which can get you up to FIVE TRAITS extra (if one of the traits is the one that allows 5xtrinkets at once).
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Re: Item Revamp and Expansion!

Post  Dusk Raven on Mon Apr 08, 2013 11:02 pm

Zarhon wrote:Well, I believe that save ends benefit the most from the traits more than the items (which seem to offer benefits to specific damage stuff and such).

Well, I can dig that, then. Gotta say, having more traits is pretty fun.
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Re: Item Revamp and Expansion!

Post  Fury of the Tempest on Mon Apr 08, 2013 11:12 pm

Dusk Raven wrote:
Zarhon wrote:Well, I believe that save ends benefit the most from the traits more than the items (which seem to offer benefits to specific damage stuff and such).

Well, I can dig that, then. Gotta say, having more traits is pretty fun.

Tell me about it. Very Happy

Oh the fun I have planned...
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Re: Item Revamp and Expansion!

Post  Quietkal on Tue Apr 09, 2013 9:42 pm

Just noticed that Quick Blade's Fast Strike deals more damage than Lightning Blade's, it's apparent improvement. Was this meant, or is it a typo?
Quick Blade:
Quickblade - 2000 Gold

Weapon

You gain a +5 bonus to initiative. You may use the following combat talent.

[-3] Fast-Strike - Minor Attack [1/Battle]
Deal 2d10 damage to target creature
Lightning Blade:
Lightning Blade - 3500 Gold

Weapon

You gain a +6 bonus to initiative. Once per battle, you may use the following combat talent.

[-1] Fast-Strike - Reaction Attack [1/Battle]

Trigger - You take a Standard Action.
Effect - Deal 1d10 damage to target creature.
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Re: Item Revamp and Expansion!

Post  Fury of the Tempest on Tue Apr 09, 2013 9:49 pm

That might of been intentional... sure, the cheaper one does more damage, but the more expensive one doesn't take up a minor action, and is only -1 to -3
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Re: Item Revamp and Expansion!

Post  Quietkal on Tue Apr 09, 2013 10:04 pm

Fury of the Tempest wrote:That might of been intentional... sure, the cheaper one does more damage, but the more expensive one doesn't take up a minor action, and is only -1 to -3
Well...that would be why I'm asking.
I see the point, but that doesn't seem correct to me. If they were the same gold cost, I could see that as balanced, but the extra 1500 gold cost seems to set the Lightning Blade apart as an upgrade.
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Re: Item Revamp and Expansion!

Post  kajisora on Thu Apr 11, 2013 4:33 am

Awww, no more Defensive Blade?
Fun combinations:
SwordChucks + Unacceptable trait.
Vorpal Sword + Amulet of Adrenaline

Second costs a lot, but will probably be a single-turn win in some battles....
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Re: Item Revamp and Expansion!

Post  Xel Unknown on Thu Apr 11, 2013 3:39 pm

kajisora wrote:Vorpal Sword + Amulet of Adrenaline

Second costs a lot, but will probably be a single-turn win in some battles....
I don't think the second one is even a realisc combo... You can't have more than 17000 bits total (level ten + gold is power), unless I'm mistaken, you can only take Gold is Power ONCE. You'd need 20000 gold to get those two.
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Re: Item Revamp and Expansion!

Post  Fury of the Tempest on Thu Apr 11, 2013 3:52 pm

Xel Unknown wrote:I don't think the second one is even a realisc combo... You can't have more than 17000 bits total (level ten + gold is power), unless I'm mistaken, you can only take Gold is Power ONCE. You'd need 20000 gold to get those two.

That if your not sharing/borrowing money with/from others. If the DM follows that gold-chain and suggested prices.
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Re: Item Revamp and Expansion!

Post  LoganAura on Thu Apr 11, 2013 7:42 pm

Fury of the Tempest wrote:
Xel Unknown wrote:I don't think the second one is even a realisc combo... You can't have more than 17000 bits total (level ten + gold is power), unless I'm mistaken, you can only take Gold is Power ONCE. You'd need 20000 gold to get those two.

That if your not sharing/borrowing money with/from others. If the DM follows that gold-chain and suggested prices.

The prices are /expected/ prices of weaponry. Not nessacarily what you have. I've given my parties a bit extra gold.

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Re: Item Revamp and Expansion!

Post  Fury of the Tempest on Thu Apr 11, 2013 7:50 pm

LoganAura wrote:The prices are /expected/ prices of weaponry. Not nessacarily what you have. I've given my parties a bit extra gold.

That's kinda what I was talking about...
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Re: Item Revamp and Expansion!

Post  Zarhon on Thu Apr 11, 2013 8:24 pm

kajisora wrote:Awww, no more Defensive Blade?

Check again, it's been brought back - apparently, it was omitted by accident.

Are there any other items that might be "missing" from the old version?
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Re: Item Revamp and Expansion!

Post  LoganAura on Thu Apr 11, 2013 9:01 pm

Fury of the Tempest wrote:
LoganAura wrote:The prices are /expected/ prices of weaponry. Not nessacarily what you have. I've given my parties a bit extra gold.

That's kinda what I was talking about...

I know. I was verifying it Smile

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Re: Item Revamp and Expansion!

Post  Philadelphus on Fri Apr 12, 2013 5:42 am

So I noticed that Talisman of Illness (cost: 2,000 gold) and Persistent Hex (cost: also 2,000 gold, if bought with Training Certificate) have different effects: Talisman of Illness gives a -2 penalty to enemies' saving throws, while Persistent Hex gives -3. Given that traits are suppose to be equal in power to 2,000 gold worth of items, is there some other reason they have different strengths? Or were they meant to be the same?

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Re: Item Revamp and Expansion!

Post  SilentBelle on Fri Apr 12, 2013 1:03 pm

Philadelphus wrote:So I noticed that Talisman of Illness (cost: 2,000 gold) and Persistent Hex (cost: also 2,000 gold, if bought with Training Certificate) have different effects: Talisman of Illness gives a -2 penalty to enemies' saving throws, while Persistent Hex gives -3. Given that traits are suppose to be equal in power to 2,000 gold worth of items, is there some other reason they have different strengths? Or were they meant to be the same?

I believe this was answered before. It was because Persistent Hex gets sacked for the next trait in its line of prerequisites. (the one that makes the enemy roll twice and take the lowest) And I suppose if it was coupled with -3 it would be too powerful. But coupling it with -2 is deemed balanced for its cost.
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