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Post by reiphil on Aug 9, 2011 14:41:30 GMT -8
Kyle - Whenever you or David want to take a break
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Post by kore on Aug 9, 2011 15:10:29 GMT -8
One initial thought regarding the Enhancement Band: With only three slots, corresponding to weapon/armor/neck, this may hinder the Tempest Fighter or Two-Weapon Ranger in the beginning. Would the weapon slot gem, therfore, apply to both weapons? Perhaps those more advanced bands that give multiple slots to armor have multiple slots for weapons, no?
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Post by kore on Aug 9, 2011 15:17:16 GMT -8
Phil, how do you feel about us posting suggestions for editing?
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Post by reiphil on Aug 9, 2011 16:10:37 GMT -8
Feel free to post anything that requires editing. A lot of it does require some editing, rewording, or clarification. Just let me know what you think i should adjust and I'll adjust it. If you want to rewrite some stuff, PM it to me so this topic doesn't get too cluttered.
Also - yes, the weapon slot gem applies to both weapons, and later on there will be multiple slots for both armor AND weapons, though I'll have to rethink over the rules at that time. For weapons it will be something akin to Ki focuses, where you choose which property you want to use before your attack roll so when you crit you get that exact bonus.
For armors/neck items, it may be that you can change your armor class class as an encounter power, minor action. Which could lead to interesting choices and open up some extra meta gaming.
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Post by earthwizard on Aug 10, 2011 13:52:08 GMT -8
Honestly, I am ready to take a break whenever. JP said he is willing to play on Sundays, but can't make it this Sun. So, you'd have 5 players if you took my slot.
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Post by reiphil on Aug 10, 2011 14:43:45 GMT -8
Well give me a bit of prep time cause i am still designing the world and refining the adventure. Look through it and let me know if anything needs clarification!
Also, i have redone the magical equipment wording. I hope it makes a bit more sense.
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Post by David on Aug 15, 2011 15:32:08 GMT -8
A question about character creation: with the changes you are making to magical equipment, are you still restricting starting characters to common items?
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Post by reiphil on Aug 16, 2011 7:41:52 GMT -8
Hmm. I'm unsure how many uncommon items there are after you remove low level enhancement gems. If the choice is severely limited, let me know.
Remember, you get to choose at least one uncommon item. And you can still purchase uncommon items as well, if you have the gold.
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zude
Iron Golem
Posts: 171
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Post by zude on Aug 16, 2011 7:48:57 GMT -8
Which brings up a question I had.
What exactly does this mean? "Enhancement gems can only be purchased/found at their rank, IE the first time a player may purchase or find (DM disgression) a Vicious Enhancement Gem is at level 7."
Mainly, the whole thing about purchasing/finding at their rank.
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Post by kore on Aug 16, 2011 9:29:01 GMT -8
I think he means that you will not find, be able to purchase, or otherwise acquire an item of a specific enchantment until your character has reached the level of said enchantment. Therefore, you won't see a Vicious Weapon until you reach level 7; not level 2 because of the other house rule that pushes the "first availability" up by one "enhancement tier".
Personally, I'm not fond of having both the level of acquisition rule and the first availability rule in effect simultaneously.
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Post by reiphil on Aug 16, 2011 9:33:59 GMT -8
What Micah said is correct.
The starting level of a vicious enchant is now level 7.
@micah - You can take a level 7 vicious enchant gem if the starting level was level 6. Generally, items in shops and items found in the world are +/- 4 of the current level. So it's to the DM's digression what items are found or can be purchased.
The only reason why I want the variedness and the level push of the enhancement gems is because i don't want you guys to stick with one enhancement at this level all the way to the end of the game. I also want you guys to be able to apply different enhancements in different situations later on.
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Post by kore on Aug 16, 2011 11:36:13 GMT -8
What Micah said is correct. The starting level of a vicious enchant is now level 7. Makes sense. @micah - You can take a level 7 vicious enchant gem if the starting level was level 6. Also makes sense. Generally, items in shops and items found in the world are +/- 4 of the current level. So it's to the DM's digression what items are found or can be purchased. Still makes sense but appears to be at odds with the house rule to which Zach is referring, specifically "[e]nhancement gems can only be purchased/found at their rank". This suggests to me, and I think also to Zach, that a player could not expect to be able to purchase/find a Vicious Weapon, which now starts to appear at level 7, until that player actually reaches level 7 him/herself. If the "+/- 4" rule is in place, both cannot simultaneously apply as rules because it might be possible to obtain a Vicious Weapon at level 3.
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Post by reiphil on Aug 16, 2011 12:32:00 GMT -8
Let me reword that then "The starting level of an enhancement gem is the second "rank" of the original enchantment, and will be treated at this cost and level throughout the world. For example, the starting level of a Vicious Enhancement gem is level 7."
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zude
Iron Golem
Posts: 171
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Post by zude on Aug 16, 2011 12:38:11 GMT -8
But doesn't that mean that essentially all enchantments are unavailable to our characters?
EDIT: Unless there's a distinction between enchanted weapons and enhancement gems that I did not consider at first...
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Post by reiphil on Aug 16, 2011 13:28:21 GMT -8
There are no longer enchanted weapons/armor/neck items ("roll changing" items have been removed).
But lest we forget, arms, boots, gloves, head, and other such slots...
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