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| #1leach00Nov 05, 2008 20:47:11 | In my wife's campaign I'm going to be playing a wand wizard who worships the god of Chaos. I've tried to craft a wand that keeps the flavor of 3.x's Rod of Wonder while being more in line with 4th edition's implement rules. I'd like some feedback on what I have so far. My biggest concern is the power spread. The effects get more powerful the higher you roll, and I'm just worried that having a >50% chance of doing nothing useful balances out the smaller chance of some spectacular effects. Anyway, thanks in advance for your opinions. [Note: Before commenting read all the way down, as TheGreatGalstaff has a very long--and poignant--post pointing out the many problems with this item] Wand of Chaos Level 7+ This carved crystal wand is known for its unpredictable behavior. Enhancement [Note: I figure the chance of a higher-than-normal enhancement is balanced by the similar chance of a lower-than-normal one] +1d4 (level 7) +1d6 (level 17) +1d8 (level 27) Implement (Wand) Enhancement: +1d4, 1d6, or 1d8 to attack rolls Critical: +1d6 per plus Property: Instead of adding a static bonus to attack rolls with the implement keyword, roll a die of the type indicated and add the result to the attack roll. Power: Finger of Chaos At-will (recharge 5, 6) * Arcane, implement Standard action * Range 10 Attack: Cha vs Fort, Ref, or Will (see text) Effect: When you attack with this power, roll 1d20 to determine the nature of the attack. Each attack specifies the defense it targets (Fort, Ref, or Will). Attacks with the “rebound” keyword work normally on a hit but affect the wand’s wielder on a miss. 1. Rod explodes (Ref): Burst 1 centered on the wielder. All hit creatures (including the wielder) take 2d6 fire damage. The wand is unharmed. 2. Nothing (n/a): A tiny sputter of colored smoke comes from the end of the wand, doing absolutely nothing useful. 3. Orchestral accompaniment (n/a): Blaring orchestra music surges forth from the rod. The exact arrangement is different each time, but usually matches the mood of the wielder (sustain minor). 4. Color change (Will, rebound): Target turns a bright color (your choice, or roll 1d6 for ROYGBV) until the end of your next turn (sustain minor). 5. Sex change (Fort, rebound): Target changes sex until the end of your next turn (sustain minor). 6. Invisible wardrobe (Will, rebound): All of the target’s clothing and armor becomes invisible until the end of your next turn (sustain minor). 7. Voice thoughts (Will, rebound): The rod speaks the target’s surface thoughts until the end of your next turn (sustain minor). Creatures with Psychic resistance may add their resistance score to their Will defense for this attack. 8. Swarm of butterflies (n/a): A swarm of brilliant butterflies flies forth in a Burst 3 in the direction of the target. The butterflies provide light concealment to anyone inside until the end of your next turn (sustain minor). The butterflies cannot be targeted by individual effects, but any effect that deals damage to the square (eg, a blast or burst) destroys the butterflies in that square. 9. Dour cloud (Ref, rebound): A small, black cloud appears above the target’s head and starts raining on them. They get quite damp, but gain fire resistance 5 as long as the cloud persists (sustain minor). 10. Shrink (Fort, rebound): The target and all its gear shrinks one size category until the end of your next turn (sustain minor). Its stats are not affected. 11. Grow (Fort, rebound): The target and all its gear grows one size category until the end of your next turn (sustain minor). Its stats are not affected. 12. Wings (Fort, rebound): Target sprouts wings and gains a fly speed of 6 (clumsy) until the end of your next turn (sustain move). 13. Vampiric vegetation (Fort, rebound): The target sprouts leaves and flowers. Though attractive, the vegetation grows by feeding off its host, dealing an ongoing 1d6 damage each turn (sustain minor, but save ends). 14. Invisibility (Will, rebound): The target becomes invisible, as per the level 6 wizard spell (sustain standard). 15. Transpose (Will): The target and wielder teleport and exchange places. 16. Burst of Entropy (Ref): Burst 5 in the direction of the target. All creatures in the area take 2d6 damage. Additionally, they suffer -1 to all attacks (save ends). Miss: half damage and no penalty to attacks. 17. Brilliant chaos (Will, rebound): The target is surrounded by a nimbus of coruscating, rainbow energy. It is blinded but also has light concealment (save ends both). After the nimbus dissipates, the target is dazed (save ends). 18. Fireball (Ref): As per the wizard spell, centered on the target. 19. Darkness (n/a): A cloud of magical darkness spreads outward in a burst 5, centered on the wielder. The cloud blocks vision and grants all creatures within total concealment. The cloud lasts until the end of your next turn (sustain standard). 20. Frozen in time (Will, rebound): The target is frozen in time and can take no actions until the end of your next turn. Until then it is immune to all damage, attacks, and effects (Sustain standard. Each time you sustain this effect, lose a healing surge. You can only sustain this effect if it hit the target, not yourself.). |
| #2thegreatgalstaffNov 05, 2008 22:15:45 | OK I have to say something and its going to hurt your feelings....I apologize in advance 1) this is a way to complicated item, 4th ed got rid of tables and excel spread sheets (mostly) and I don't want to see them come back in style. 2) the Variable to hit mechanic will get old fast. If you want to keep it, it should work as long as it does not factor into criticals, adding 8D6 extra damage to a AOE would be overpowering. my suggestion would to do something chaotic on a Critical instead of a roling to see what you get to add to a roll. something like this.... ----------- critical: roll a D6 on a roll of 1) target is immobilized. 2) target is frozen solid (cannot be hurt, save ends) 3) target burst into flames taking 10 ongoing fire damage (save ends) 4) target is Blind (save ends) 5) Target is shrunk to 1/2 its size, movement is cut in half and it is considerd to be weakened (Save ends) 6) Target makes 1 basic melee attack on each of his "Allies" ---------------- 3) Recharge Ablities are limited to monsters, the only recharge ablites that PCs should get is one of these Spend a Healing surge or Action point. 4) right now, almost all wand powers are ENCOUNTER powers, if you can use it pretty regularly (once every 1-6 rounds) its not that Chaotic now is it. 5) There is way too many things that can happen when you use its power. I would suggest that the list be at least cut in half or even cut it down to 6 powers, not 20 6) Very Few items have a "sustain" ability. but yours has 14 of them!!!, if anything NONE and I repeat NONE of these powers should have a sustain power. 7) Most wizards/warlocks don't have minor actions to spare to sustain all of the powers your wand gives them. 8) I cannot think of any want that gives you a ability to use a DAILY power from the wizard or warlock class list. If you are going to give a wand powers that emulate wizard/warlock feature you should keep it to encounter powers... NOT DAILIES; that and some of the powers are better than some encounter powers that they get. 9) My head hurts ![]() Right now as it stands, This item (all version) is about as powerful, If not more powerful than the paragon Artifacts, mainly because it can mimic dailies and has 20 powers. you need to balance this a lot if your going to give it to a PC, these are some suggestion in review here is the review: 1) take away its "At-will" powers, the D20 roll thing and replace it with a encounter power that switches energy types with a D6 roll. 2) reduce/fix the critical extra damage (if you keep the veritable to hit bonus), or give it a similar table to the one above. 3) take away the Recharge ability or give it a PC friendly recharge power. 4) no emulated Daily powers. I know it looks like I hate your item, well... I Don't. I think you had your heart in the right place but your sensible side was someplace, cold, dark and full of spiders with lasers attached to their heads, banishing switchblades to your favorite 3.5 item. If this was a NPC only item, GO FOR IT, if you going to give it to a player, you really need to balance it. ----------------- Disclaimer: The opinions expressed in this critique are mine, and that's all they are, OPINIONS. if you do not like them, then do not use them. |
| #3leach00Nov 06, 2008 17:08:23 | Actually, no, you didn't hurt my feelings at all, and you make some very good points. The reason I put this out was because I'm still really new to 4e mechanics. Thinking about it, I really like your suggestion of just doing random things on a crit. It keeps the flavor but makes the entire item much more elegant. Thank you. I think I'll just toss most of these abilities out (or at least to the Rod of Wonder, which will be an artifact), and try to streamline it down. |
| #4thegreatgalstaffNov 06, 2008 18:23:26 | Glad you took my advice with a grain of salt.![]() this item could be a artifact or a lvl 7+ item, the thing is that it has to sale up in power, which I did forget to mention. I decided to do some playtesting, and I found that these work well, they might be on the more powerful side depending on how often to you critical. since you were such a good sport I will show you what I playtested. ------------------------------------------------------------------------ Wand of chaos (LVL 7 item) you gain a +1 to hit and damage with spells with the IMPLEMENT keyword. Critical: roll 1D4 and add a effect according to the table ----------- 1) target is immobilized (until save) 2) target is slowed (until save) 3) target takes a -2 to its will defense (until save) 4) target takes 5 ongoing damage (until save) ----------- Encounter power: Chaos control you control the chaotic powers of the arcane source, giving you a sudden surge of power trigger: a spell that has the "Implement" keyword criticals Benefit: the spell does a extra 1D6 of damage, and you may roll 2D4s (instead of one) and the target is affected with both after effects. if you roll the same number on both die, re-roll until you get two different numbers. ------------------------------------------------------------------------ Wand of Utter Chaos (lvl 17 item) you gain a +3 to hit and damage with spells with the IMPLEMENT keyword. Critical: roll 1D6 and add a effect according to the table ----------- 1) target is immobilized. (save ends) 2) target is frozen solid (cannot be hurt nor can it make any action except a save, save ends) 3) target burst into flames taking 10 ongoing fire damage (save ends) 4) target is Blind (save ends) 5) Target is shrunk to 1/2 its size, movement is cut in half and it is considerd to be weakened until the end of your next turn 6) Target makes 1 basic melee attack on one of his "Allies" (if no allies are in melee range nothing happens) --------------- Encounter power: Chaos Control you control the chaotic powers of the arcane source, giving you a sudden surge of power trigger: a spell that has the "Implement" keyword criticals Benefit: the spell does a extra 3D6 of damage, and you may roll 2D6s (instead of one) and the target is affected with both after effects. if you roll the same number on both die, re-roll until you get two different numbers. ------------------------------------------------------------------------ Wand of Perfect Chaos (lvl 27 item) you gain a +6 to hit and damage with spells with the IMPLEMENT keyword. Critical: roll 1D6 and add a effect according to the table ----------- 1) target is immobilized. (save ends) 2) you may cast a At-will spell as a response to this critical 3) target burst into flames taking 15 ongoing elemental damage (save ends, type is your choice!) 4) target is Blind and Deafened (save ends) 5) -5 to Fort, reflex, and will defenses (save ends) 6) Target may make 1 basic melee attack in a close burst 2 or 4 if it has reach) on all of its allies. ---------------- Encounter power: Chaos Control you control the chaotic powers of the arcane source, giving you a sudden surge of power trigger: a spell that has the "Implement" keyword criticals Benefit: the spell does a extra 6D6 of damage, and you may roll 2D6s (instead of one) and the target is affected with both after effects. if you roll the same number on both die, re-roll until you get two different numbers. ------------------------------------------------------------------------- I know it does not fallow the item you were going for, but it has enough of its flavor to still bring you back to your 3.X excel spreadsheet days they are balanced unless you start getting criticals right and left. just remember that the "Chaos Control" power is a encounter one so you only get it once per encounter even if you critical more than once. And just to clarify if you do Critical with a AOE attack you do apply all of the side effects from its critical effect and Chaos control (if you use it) to all monsters hit. OHHH.....and before you say anything yes I know I "stole" the title "Chaos Control" from the newer sonic games, but its not like they do the same thing. I hope that helps you design your item(s) or feel free to take my version. Happy gaming |