Are These Items Balanced?

Post/Author/DateTimePost
#1

afterburner

Feb 23, 2009 21:46:43
WARNING: Some of my players know of this website, so if you guys are reading, stop unless you actually want to have your campaign ruined.

So, I'm taking on a bit of a challenge for my first DMing experience, in that I am creating a whole campaign and world. I love coming up with all sorts of neat things but it is a bit of a challenge coming up with balanced and interesting items and baddies. I decided that I wanted to create unique items as often as possible, rather than just pulling them from the PHB or Adventurer's Vault. At any rate, do these items seem relatively balanced for level 2 hero's to be acquiring?

Cloak of Shadows
- Absorbs light, allowing the wearer to blend in to the darkness. The wearer gains +1 to all stealth checks, and +2 in dim-light or darkness.

Banner of Bahamut- I should note that this is intended to be something that the party will carry with them all the way to the closing of this campaign. As such I was thinking of having it level up as time progresses, but I'm not sure the best way to do that.

The Banner can function in one of three ways at any given time.
Blanket of Stabilization- When placed over the body of a dying creature, the banner prevents them from naturally slipping any closer to death. They can still receive damage.

Banner of Justice- When carried the banner grants a +2 damage to the carrier and up to six allies against evil and chaotic evil enemies. This bonus increases to +4 at level 11, and +6 at level 21. (it should be noted this has to be carried in at least one hand, which means whoever is carrying it can only use one hand)

Shield of Strength- At the command of the holder the banner stiffens, and the post shortens, creating an effective light shield which also grants a +1 to all Strength related checks.


Bag of Protection- This is a fairly normal, but small, bag that can contain about four cubic inches, but it, and anything in it, cannot be destroyed.

This is the main one I'm unsure of. Really it isn't all that powerful because it can't carry much, but it could help protect an important glass trinket or something like that. It initially is just holding some gold. I'm also somewhat unsure about the Banner.


So what do you guys think?
#2

perseus_stoned

Feb 23, 2009 22:28:11
Banner of Justice- When carried the banner grants a +2 damage to the carrier and up to six allies against evil and chaotic evil enemies. This bonus increases to +4 at level 11, and +6 at level 21. (it should be noted this has to be carried in at least one hand, which means whoever is carrying it can only use one hand)

Is there a range limitation on this? Can it be any allies? What if the allies can't see the banner? What if they can't hear the banner holder?

Shield of Strength- At the command of the holder the banner stiffens, and the post shortens, creating an effective light shield which also grants a +1 to all Strength related checks.

This seems a bit too powerful. What are "strength related checks"? Just for the skills? Does this apply to combat-only situations too (like damage and attacks)? What about powers?
#3

afterburner

Feb 23, 2009 22:45:38
Is there a range limitation on this? Can it be any allies? What if the allies can't see the banner? What if they can't hear the banner holder?

I would make it any six allies within LOS. I think I initially had that written in but forget to transfer it over.

This seems a bit too powerful. What are "strength related checks"? Just for the skills? Does this apply to combat-only situations too (like damage and attacks)? What about powers?

My initial thought was any skill checks that use strength as the basis, and also damage. It slipped my mind that melee attacks are also governed by strength, so I can see that being a bit overpowered. If it was just +2 to damage it wouldn't be any different then the banner configuration. So maybe +2 to attack rolls?

My intention was to make the carrier of the banner have to decide how the banner should best be functioning in a given situation, but I can't think of a reason to only increase his own abilities instead of the whole party. Maybe change the last function to a non-combat function? Something like it can stiffen, and be used to bridge small gaps or block an opening. Or function as a warning device. If it detects anything other than the party within twenty feet it glows, so long as it is stabbed into the ground.
#4

evilkobra

Feb 24, 2009 2:43:34
The ideas are nice, and I don't see any *huge* balance problems inherent to the design.

What's missing is just the proper game terminology & mechanics.

For instance, placing the Blanket over an ally should probably be a Standard Action. And its effect should be stated as something like "the creature automatically succeeds on all death saving throws as long as it is covered by the blanket".

The Banner should probably affect "allies you can see" within "burst X" (say, 3-5). All "evil or chaotic evil" enemies, though, means pretty much every single enemy they're likely to fight. Perhaps you could consider restricting it to chaotic evil.

The Shield just needs to specify "+1 to Strength checks or Strength-based skill checks (but not attack or damage rolls)". Also, changing from Banner to Shield and equipping it -or vice-versa- should probably be a Standard action (PHB p.289).

The Bag is probably fine as it is, though you might want to copy the wording of the Bag of Holding and just change the capacity.
#5

Vatras

Feb 24, 2009 5:45:12
There is no powerproblem there I think, except maybe the bag (better make that "difficult to damage, as in a mammut jumps up and down on it" than indestructible).
I would use the banner in the usual way: plant it, and it works on all allies within range.

Example:
Wrath of the Platinum Dragon (daily, standard): close burst 15, creates a zone; affects all allies in the area who have line of sight; grant a +2 item bonus to damage to those allies. The bonus rises to +4 at level 11, and +6 at level 21.

Under the wing (special, immediate reaction): while the banner is planted, any of the allies under it's effect can use this power. Once it has been used by one, it becomes unusable until the next day. The one using the power will automatically make his next death saving throw and stabilize.

Scales of Protection (daily, standard): close burst 15, creates a zone; all allies within the area with line of sight to the banner gain a +1 item bonus to AC and Reflex. This bonus becomes +2 at 11th level, and extends to all defenses on 21st.

At 16th level you can combine both zones into a single effect, and the zone becomes a close burst 20.
At 26th level the banner grants a +1 item bonus to saving throws against effects caused by enemies of Bahamut (= servants of Tiamat).

When the banner is lifted, the created zones immediately vanish.