Talk:Aegis Sword (5e Equipment)
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Lets look at the current state of this weapon to see what could use some fixing.
- Permanent Attunement. Just the sound of such a feature on an item makes me shutter, as it forces a PC to literally kill themselves to unattuned to this item. This just needs to be nixed.
- Only those who have a Strength and Dexterity of 16 or higher can wield this weapon. Ability score requirements should be odd, and attunement requirements should go with attunement. An example of what the attunement requirement should say is "requires attunement by a creature with 15 or higher Strength or Dexterity
- You should not change the damage die of a magical item as the magical weapon itself is not a suddenly a brand new type of X weapon that deals more damage than a regular weapon, as that doesn't make sense. Magical items can only make items deal extra damage, see flame tongue.
- Celestial Force property. This feature has all sorts of jumbled wording that makes it extremely hard to understand what exactly this property does. A magical weapon's powers also shouldn't be tied to your ability scores and properties should be bolded and italicized.
- Guardless Shield property. Guardless isn't a word and you shouldn't have to have proficiency with a skill to gain an item's property.
- Finally, the item has a large amount of capitalization and other wording errors throughout the page. See Help:When to Italicize and Capitalize for help on some of the grammar.--Blobby383b (talk) 09:04, 21 July 2018 (MDT)
- I see the acrobatics giving +1 as conditional benefit. I am not sold whether its right or wrong, but curious why you think this shouldn't be a thing. BigShotFancyMan (talk) 11:01, 28 September 2018 (MDT)
- Static bonuses to skills/attack rolls/ect. other things is fine for items to have because these items always provide those benefits to the PC. Having item properties that are locked behind having a PC with X proficiency or PC having to accomplish Y task before gaining the powers property are the type of conditional benefits that items should generally stay away from as it causes there to be variance in the power level of a magical item, and so far, 1st party magical items have been designed so their powers are independent of a PC's powers. I will say through, that having a PC do some things to activate an item's property can fine with things like X thing happens on a critical hit, bonus charges when you kill a high CR creature, ect. and can lead to having a magical item that is designed well, but more often then not, items with these prerequisites are a mess(one I remember that stands out is having to make 3 DC 30 checks to use an item's main property for no reason, but killing a specific creature and many other specific requires are generally not ok such as the locking of an item's property behind you having to have proficiency in something, as that isn't well designed). Sorry if my response pandered a bit, but as you know most topics about what should/shouldn't be allowed and what is balanced is not black and white. If you have any other specific questions about the topic, feel free to ask here or on my talk page.--Blobby383b (talk) 22:13, 30 September 2018 (MDT)
- gotcha! Alright, well good to know stuff. I can see how this makes sense considering 5e wants to include everyone in on the funzzz BigShotFancyMan (talk) 20:39, 2 October 2018 (MDT)