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 (talkcontribs) . 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)
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