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TOPIC: Final 2010 Artwork! Last Chance!

Re: Final 2010 Artwork! Last Chance! 14 years 5 months ago #13

  • Jeff Martin
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<br />the monk got jacked on the orb of might?   :mumum: :protest: :cussing:<br />

<br /><br />The Orb does the same amount of damage as the Open Hand...so no...not really.
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Re: Final 2010 Artwork! Last Chance! 14 years 5 months ago #14

You just can't quiver with an orb like you could with their other weapon ;)<br /><br />On the boots and the censer, the boots would only prevent any physical damage, while the censer can prevent any damage dealt during combat?  I'm guessing traps activated during combat does not count towards combat damage :)<br /><br />Of course, the two items together does make everyone (with enough resources) have a permanent 5 hp absorption per round of melee combat, and a 2 hp absorption for any other type of combat damage.<br /><br />
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Re: Final 2010 Artwork! Last Chance! 14 years 5 months ago #15

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<br /><br />Of course, the two items together does make everyone (with enough resources) have a permanent 5 hp absorption per round of melee combat, and a 2 hp absorption for any other type of combat damage.<br /><br /><br />

<br /><br />Yeah...and that has me worried.  It's too powerful.  Back to the old drawing board!
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Re: Final 2010 Artwork! Last Chance! 14 years 5 months ago #16

Maybe it's time to classify those effects as "Damage Reduction" and not let DR of the same type stack.  So, the censor is DR 2 All and the Boots are DR 3 Melee.  If both are in effect, the player has DR 3 melee and DR 2 everything else.  That's the same way the D&D 4E resistances work and it seems to be working fine. It's there to keep the number of available magic items high but to prevent power creep.  Basically you just have to use the nomenclature of "DR # type" so people can determine what really is DR.<br /><br />I can think of 3 older items that need clarification in the guide - Plate Armor of Absorption (DR 1 Melee), the Amber Ioun Stone (DR 2 Ranged and Spells), and the Ring of Fire Elemental Command (DR 5 Fire)<br /><br />This is an issue that is probably going to stay around in future token sets.  By establishing that mechanic now, it opens the door for future DR items without worrying about the nasty stacking effects that are coming to light.
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Re: Final 2010 Artwork! Last Chance! 14 years 5 months ago #17

Is the Oil of the Yeti an oil to be applied to a weapon?  Should it indicate 1 round to apply like the previous oils?<br /><br />Scroll of Flame arrow does an automatic 14 points of damage...don't have to hit AC-15?  Not that I don't love auto damage but that seems a bit much...if not I'm definitely getting me a few of those :)<br /><br />Overall awesome tokens and I am very much looking forward to buying some!<br /><br />Jennifer<br /><br />

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Re: Final 2010 Artwork! Last Chance! 14 years 5 months ago #18

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Thanks!  Good feedback!
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Re: Final 2010 Artwork! Last Chance! 14 years 5 months ago #19

<br />Maybe it's time to classify those effects as "Damage Reduction" and not let DR of the same type stack.  So, the censor is DR 2 All and the Boots are DR 3 Melee.  If both are in effect, the player has DR 3 melee and DR 2 everything else.  That's the same way the D&D 4E resistances work and it seems to be working fine. It's there to keep the number of available magic items high but to prevent power creep.   Basically you just have to use the nomenclature of "DR # type" so people can determine what really is DR.<br /><br />I can think of 3 older items that need clarification in the guide - Plate Armor of Absorption (DR 1 Melee), the Amber Ioun Stone (DR 2 Ranged and Spells), and the Ring of Fire Elemental Command (DR 5 Fire)<br /><br />This is an issue that is probably going to stay around in future token sets.  By establishing that mechanic now, it opens the door for future DR items without worrying about the nasty stacking effects that are coming to light.<br />

<br /><br />Not to mention the Dragonscale Set.  Wearing that plus the Ring of Fire Elemental Command gives you -15 to Flame Damage, and add in the Ring of Fire Resistance and you can divide anything that gets through that by two.  Add in the Censer of Sacrifice and the Amber Ioun Stone and you stop 19 points of the Flame Damage and take half of anything that gets through.  That is probably pretty close to full immunity from the Dragon Flame attack, especially if you make your savings throw to take 1/2 damage.  

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Re: Final 2010 Artwork! Last Chance! 14 years 5 months ago #20

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Here is what I think we will go with on the descriptions:<br /><br /><br />Censer of Sacrifice:  "DR 2 (melee) to all players so long as ceremony lasts"<br /><br />Dirtdazzy's Boots: "DR 3 (melee)"<br /><br />I changed the effect of the Censer from (all) to (melee) to better balance the two items.<br />
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Re: Final 2010 Artwork! Last Chance! 14 years 5 months ago #21

<br />Here is what I think we will go with on the descriptions:<br /><br /><br />Censer of Sacrifice:  "DR 2 (melee) to all players so long as ceremony lasts"<br /><br />Dirtdazzy's Boots: "DR 3 (melee)"<br /><br />I changed the effect of the Censer from (all) to (melee) to better balance the two items.<br /><br />

<br /><br />OK, Censer officially useless.  The point of having it reduced from 4 points of protection and making the cleric a monotone statue was that it protected the entire party from area effect spells.  Thus it used to save the party 16 points of damage.  <br /><br />Now it saves one charater 2 points from being hit with a melee attack.  Talk about a MAJOR NERF!!!!<br /><br /><br />On another note, I agree with the sentiment about what happened to the creeper vine and yew extract potions?  Bull's strength and cat's grace are uncommons and add 4 pts to strength and dexterity respectfully; as commons, it seems to me that adding 2 pts to strength/dexterity is reasonable and fits well into the common vs. uncommon scheme.

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Re: Final 2010 Artwork! Last Chance! 14 years 5 months ago #22

<br />Here is what I think we will go with on the descriptions:<br /><br /><br />Censer of Sacrifice:  "DR 2 (melee) to all players so long as ceremony lasts"<br /><br />Dirtdazzy's Boots: "DR 3 (melee)"<br /><br />I changed the effect of the Censer from (all) to (melee) to better balance the two items.<br /><br />

<br /><br />Hehe, I wonder how many people will now change their classification of the Censer from must have down to nice to have after this revelation? :)<br /><br />I like the idea to not allow stacking.  Meaning, that two reduction items worn will only affect you with the greatest effect and not the sum of both.  This idea I believe already exists with the + to saves items.<br /><br />But I'm thinking that changing whether they stack or not will probably cause more headaches.<br /><br />An idea: the Boots will make you hard to hit (the dancing and skipping thing), so why not go to a die roll effect when you are being hit by a single target attack/effect (1-10 is reduce by 1, 11 - 19 reduce by 2, 20 reduce by 4) and let the Censer remain as is?<br /><br />This keeps the Censer being able to affect all types of damage, and it makes the defense of the boots still useful but not overpowering as much (unless you can roll 20 all the time) and is only activated by single target effects/attacks.
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Re: Final 2010 Artwork! Last Chance! 14 years 5 months ago #23

<br />Here is what I think we will go with on the descriptions:<br /><br /><br />Censer of Sacrifice:  "DR 2 (melee) to all players so long as ceremony lasts"<br /><br />Dirtdazzy's Boots: "DR 3 (melee)"<br /><br />I changed the effect of the Censer from (all) to (melee) to better balance the two items.<br /><br />

<br /><br />I don't like this change.  First of all, I agree that this makes the Censer weakened to the point of not being worth getting.  Now all it will do is, some of the time, prevent 2 points of damage to a party member, at the cost of the Cleric never taking any action other than healing spells.  <br /><br />But mainly, it doesn't solve the problem at all.  The problem was never the two points of damage that the Censer prevented from non-melee combat attacks, because that didn't stack with the boots.  The problem (if it was a problem) was that it stacked with the boots to prevent 5 damage from Melee attacks.  Which it still does.  <br /><br />The two points of non-melee damage the Censer prevented wasn't a problem since it didn't stack with the Boots for that damage - so why remove that ability from the Censer?  Maybe just get rid of the boots, if they are going to be causing problems by stacking with other damage prevention items? 

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Re: Final 2010 Artwork! Last Chance! 14 years 5 months ago #24

Why not change the Censer so that it prevents 2 damage from all non-melee damage sources?  That way it doesn't stack with the Boots, and just prevents damage from ranged & area attacks, traps, etc? 

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