Many items are really WTF to me...
Many are totally overpowered, other completely devalue our choices, other completely break even more the ressource management and others shout at us : use me and play like that.
- +18 intelligence
Combined with the scrolls for everyone (and the number of scrolls), your battlemaster is a true fighter as efficient as your wizard with magic. Don't play any Eldritch Knight, it's useless and don't take any feats at level 4... You don't really have to.
This is level 4 and this is D&D, classes are not just a concept like in previous Larian's game.
- Strength Saving Throw Proficiency +1 + Helm's Protection: When you heal another creature, it gains resistance against Bludgeoning, Piercing, and Slashing damage dealt by weapon attacks.
This is also completely OP. I'm fine with the +1 strength ST, this is gloves, that make sense... But what about the heal and the resistance ?
- Order of Nature: Undead creatures that attack the wearer receive 1d6 Radiant. Beasts that attack the wearer deal an additional 1d6 Radiant.
Seriously are we supposed to equip and remove our equipment ? I'm not against "cursed" items (like the absolute's items), but what is the point and what is the logic here ?
Why should wolf's attacks become magic because you wear a specific armor ?
- The Wielder gains resistance to necrotic damage. Deals an Additional 1d6 necrotic to nearby targets including the wielder
Again... why ? just add 1D4 necrotic damages to target and that's it... Items are supposed to be a reward, not a hard choice with bad consequences...
- Adds an additional 1d8 Slashing to targets that still have all their hit points.
This is completely OP. Any ranger using this could have an auto +1D8 damages...
- After a successful attack with this dagger, the wielder receives 1d4 bonus to attack rolls and saving throws for 1 round.
- Chance to inflict a d4 penalty to attack rolls and saving throws on target. If the attacker still has 25% or more hit points, they take 1d6 Piercing themselves.
- Whenever the wearer is healed, its weapon drips with poison, and deals additional Poison damage.
I'm very mixed about the way they create items.
Some are fine of course because the look "normal", but I really hate those exemples and I really can't imagine which stories they could have...
Where are the "usual +1 items" (there are not so many), where are the unique +1D4 fire damage sword (answer : dipping), where are the simple "protect you from critical hit" ?
A little bit more sobriety in items could really be cool. They should read the DMG, there are ~80 pages that gives clue to create consistent items in a D&D experience.
Last edited by Maximuuus; 16/11/20 10:53 AM.