Talk:Amulet of Faith (5e Equipment)

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Double Modifier or Flat 25 DC[edit]

I would like to argue that RAW 5E has your base stats only going to 20 (before feats), leaving the maximum DC obtainable through this item at level 20 only 24, still lower than the change you'd like to make due to it being broken. If I recall correctly, including feats the ultimate maximum your abilities can go to is 24, making the DC 28. While yes, this is quite high, while we are assuming the party is at level 20, it should be reasonable to also assume that whatever they are fighting could make a save of 28. In the current format, the item scales and could feasibly be given to a low level character and not break the game. Meanwhile a flat increase to your DC would at any level be 25, breaking early balance in the game. I would like to say though, that if it must be changed, instead of changing the item to be a flat DC, why not change it so that the calculation is no longer (8 + proficiency + double modifier) to (8 + modifier + modifier), that way it still scales through the campaign and also maintain the change it makes to how the DC works. I'm open to other suggestions, but I'd like to avoid unilaterally changing an item without any kind of discussion.

--67.8.205.213 16:19, 23 December 2017 (MST)

The suggested levels for PC's to even get legendary magical items in the DMG is 17+ so I am unsure of what constitutes getting this item early. The DC for your spells saves with the balanced version of the item would set your spell DC to a maximum of 21 as an ability score of 25 gives you a +7 modifier, which makes your spell save DC 8 + proficiency bonus + 7. I think you are misinterpreting the item, as it didn't set your DC to a certain amount, it just set your ability score to a certain amount which is in line with numerous other magical items effects. Plus, double you modifier increase to your spell save DC is alone powerful enough for a legendary item.--Blobby383b (talk) 16:55, 23 December 2017 (MST)
Agh, my apologies then. When I read through the change I read it as the DC becoming 25 and thought it was wholely unrealistic. I was actually going to bring up it's secondary function and forgot to, but I see no real reason it even needs the ability to cause disadvantage. I agree with it being able to change the ability score to 25, but at the same time I feel that could become it's own item in its own right. As it stands, it seems the current item is just two extremely powerful items merged together. Having played with the idea a bit, perhaps splitting the two and a minor change to the DC modification aspect would be best? I really enjoy the idea it's going with right now, and in the right hands it's balance could go either way. Thank you for responding here by the way, I wasn't sure what kind of interaction I'd get. --67.8.205.213 17:04, 23 December 2017 (MST)
You are right about the current version being too powerful, you can read up on how to balance magical items in the DMG(Dungeon Master's Guide) page 284. As for the current items effect's, the +2 to Wisdom is a rare effect, adding your Wisdom modifier twice to your spell save DC is a legendary effect(+4/5), and giving creature disadvantage on saving throws depends on how many charges you give the item, I would say the current version gives you a rare effect with 5 charges.
On another note, I will look at removing the disadvantage on spells and properly balancing the item. You can tell me how you like the look of the item and suggest changes as well(I will be adding paladin back as well as the item is much weaker for those who do not max Wisdom, which many paladins don't so adding them is a non-issue).
+1 is uncommon, +2 is rare, +3 is very rare, and +4 is considered legendary for reference based on the DMG.--Blobby383b (talk) 17:35, 23 December 2017 (MST)
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