Talk:Halfhilt (5e Equipment)
Cute story. Pity there's a mechanical incentive to toss the poor kid down the nearest well and forget about him, and pretty much no decent mechanical reward (You get a +1 dagger! ...Yay) for getting him a hilt or even not throwing him down the nearest well and forgetting about him. :/ Also those drawbacks are A: harsh as hell, and B: annoyingly vague and overcomplicated at the same time. Knowlessman (talk) 21:56, 4 July 2017 (MDT)
- Went ahead and spent an hour or so... uh, working on it. :\ Hopefully it's agreeable? Knowlessman (talk) 23:36, 4 July 2017 (MDT)
...It's a sentient weapon, rare item, and -1 dagger, that the DM has to purposefully put into the campaign in order for it to be accessible. Is giving it a DC 13 stun effect, that it also doesn't always have, really too much? ...Also if it is, then can it at least incapacitate? The idea is that the weapon's depression is infectious; I just attached it to a charm effect to, well, really to nerf it further I guess. And flavor it so that it only affects creatures that have emotions to manipulate, without connecting it to fright. Knowlessman (talk) 19:30, 11 October 2017 (MDT)
- Stunning a creature is usually considered overpowered unless there is a very limited scope to the effect(once per long rest). Changing the weapon to incapacitating a creature works much better.--Blobby383b (talk) 00:38, 12 October 2017 (MDT)
These are some amazing tweaks and I like that you tried to stay with the original theme of the weapon itself. Because I lack expirience to properly balance stats and numbers, I focused more on the effects and the utility but yeah...my wording is a off I shall admit that. Anyways thanks for your efforts you put into this weapon and I hope you are satisfied with your work because I am. Distroianer (talk) 08:54, 9 November 2017 (MST)
- Thanks; in hindsight, I probably shouldn't have reworked the entire thing without asking first to be polite. Sorry about that. :/ Knowlessman (talk) 21:49, 9 November 2017 (MST)