Talk:Bloodmourne (5e Equipment)
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Hey if any of you think that the weapon is under powered after play testing then I request that you inform me so I may add the effect I forgot to add.—The preceding unsigned comment was added by Hot Pockets Never Change (talk • contribs) . Please sign your posts.
- Underpowered? This item is really overpowered. It puts artefacts to shame. An extra 2d12 damage on every attack? Marasmusine (talk) 07:29, 14 May 2018 (MDT)
- I have modified the weapon to only deal 1d12, i hope you will look back over it as i have added a new debuff and removed the resurrection effect
- I don't have much time right now, but here are some quick notes.
- First of all, look at the legendary weapons from the DMG: 5e SRD:Defender, 5e SRD:Hammer of Thunderbolts, 5e SRD:Holy Avenger, 5e SRD:Luck Blade, 5e SRD:Vorpal Sword. You should see roughly what kind of bonuses are expected at this rarity.
- You may note that a magic weapon's extra damage (beyond the flat +1, +2 or +3) is limited in some way: It might only work against certain creatures, or you need to roll a 20, or it consumes charges.
- You have a few detrimental features. I wouldn't advise using these to "balance" strong beneficial features, and they should possibly be moved to a Curse.
- On the whole this resembles an artefact.
- I can make some specific suggestions, but it will have to wait for another time. Marasmusine (talk) 07:25, 15 May 2018 (MDT)
- From what you've said it sounds like artifact is more of a rarity rather than a highly specific type of weapon, and i have to ask if this assumption is correct, if it is not then i will gladly get back to balancing these items when i get the time. --Hot Pockets Never Change (talk) 08:26, 15 May 2018 (MDT)
- I apologize if this sounds stupid, but i was under the impression that Sentient items were like artifacts, but more powerful and with more effort to keep, because you had to appease the item.
- The DMG describes the difference between sentient items and artefacts. Sentient items should not be more powerful than artefacts (although you could have a sentient artefact). The capabilities of a sentient weapon are still tied to its rarity. For example, one I made is Neekar (5e Equipment), whose benefits are not even combat related.
- My suggestions are:
- Give Bloodmourne a +1 or +2 bonus to attack and damage rolls as a consistent bonus.
- Have it deal the extra 2d12 but in a limited way: for example, it uses up a charge, or its only applied against good creatures, or somesuch.
- Instead of that complicated sentence about vulnerability, just say it deals double damage against celestials.
- Keep the Sense of the Goristro power, as it provides a flavourful noncombat benefit
- Soul Crypt shouldn't work against undead or constructs. Don't make an assumption about an attack being a "killing blow". The benefit is triggered when you hit a creature with the weapon and you reduce it to 0 hit points. If the creature succeeds on the saving throw, it is restored to 1 hit point.
- It's not clear on what would cause a conflict. "Being wielded by a paladin" isn't sufficient since there might not even be a paladin in the party who would want to wield this.
- That's for starters. Marasmusine (talk) 05:15, 18 May 2018 (MDT)
- Thanks for putting that in a way me and my room temperature IQ can understand and complete.--Hot Pockets Never Change (talk) 19:27, 18 May 2018 (MDT) I have successfully met the specific requests you put forth, i request that you either remove the balancing or alternatively and more likely put forth additional tweaks--Hot Pockets Never Change (talk) 12:22, 27 May 2018 (MDT)
- I don't have much time right now, but here are some quick notes.
- I have modified the weapon to only deal 1d12, i hope you will look back over it as i have added a new debuff and removed the resurrection effect