| Post/Author/DateTime | Post |
|---|---|
| #1juggalotisApr 16, 2010 20:06:51 | how does this magic item seem to stand up in a rule sense. I recently allowed my rogue to find a magic dagger he is level three and it is a homebrewed +1 dagger. 1d6 per plus on crit. dagger has 5 black gems on pommel. every time rogue hits with dagger one gem lights up red. when the fifth lights up a close burst 2 centered on dagger erupts from dagger dealing 1d6 fire damage. it took player a while but he has figured out that being counted as a thrown weapon when 4 gems are activated he can throw the dagger causeing the burst at a safe distance. and being magic it returns at start of next turn. does this seem ok rule wise? |
| #2kieferzApr 16, 2010 23:44:45 | I'd recommend counting multiple hits with one power (such as Blinding Barrage) as a single hit. That, or make it every time it reduces something to 0 HP. There's the Lightning enchantment at around that level, which does 1d6 damage in, if I recall, a burst 1, and that's an item daily. In order to make it even roughly equivalent, you'd need it to be based on kills, not hits. |
| #3stargazer_dragonApr 30, 2010 4:48:20 | I kinda like the hits personaly but it could be also swapped to a encounter power to bring it closer to the right power lvl, so each encounter after 5 hits. but over all I think it's a cool idea, Side note if it works in your game all players are happy and it don't seam more usefull then the other weapons the party has then I would say it's working about right for you |
| #4melloredApr 30, 2010 12:01:32 | I would probably count it as a lvl 5 item, a little strong but close enough to balanced. |