Talk:Injector Gauntlets (3.5e Equipment)

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Balance[edit]

One way you could balance this is to make the Strength bonus temporary, (swift action to activate, lasting for one minute) and have it deal 1 Con damage each time you use it (you know, 'cause drugs). Don't give it an "X number of times per day", just make it use magically refilling containers of 'roids. Also, make the bonus +6 or +4, because odd bonuses to stats are annoying to work with. Because it doubles as armor (kind-of), give it some armor-like penalties, like arcane spell failure chance or Armor Check Penalty. --Salasay Δ 03:53, 20 February 2013 (MST)

The whole "bionics" thing removes this from the domain of base weapons. If the "surgical attachment" is magical, this needs to be moved to magical weapons. If it sci-fi it needs to be moved to D20M. It would work as a base weapon if it is a worn gauntlet, 1d4 damage, that interacts with the poison use rules. I think I've already fixed up one poison-injecting 3.5e weapon. Marasmusine (talk) 04:57, 20 February 2013 (MST)
I didn't realize that this was supposed to be a base weapon (Did Not Do Research :). In that case, having the strength bonus at all makes no sense. I agree that this needs to be moved to magical weapons, mainly because its primary feature (the Str bonus) doesn't make sense on a base weapon. The only three viable options that i can see are to make it a magic weapon and follow my original idea (or something along those lines), leave it as a Base weapon and follow my original idea but make it require refills, or leave it as a Base weapon and completely get rid of the Str bonus. There may be another way, but I don't see it. --Salasay Δ 18:42, 20 February 2013 (MST)
Okay, I tried something. I'm not quite sure why the "aura" and "school" fields aren't being displayed, though, and I wasn't sure what to put for caster level, market price, cost (they need calculating). I added the requirement that the wielder be a living creature so that PCs without a Constitution score can't poison things ad infinitum. Marasmusine (talk) 01:03, 21 February 2013 (MST)
That looks good. I think that the Str bonus was important to the original idea of the creator, and needs to incorporated. Perhaps have there be three types of injector gauntlet: Poisoning, Empowering, and Combined. The current one is the Poisoning, and the Empowering one gives +4 Str for one minute by dealing 1 Con damage. The Combined one just has both effects and is expensive. --Salasay Δ 15:14, 21 February 2013 (MST)
The wielder already gets an enchantment bonus to hit and damage, so I suggest making the Empowering variant a bonus to some or all Strength checks (such as bending bars and lifting gates - wait, that's 1st edition isn't it - I mean such as breaking open doors) Marasmusine (talk) 00:58, 22 February 2013 (MST)


umm....I created this item back when i didn't have an account...and what i was trying to go for was a non-magical item that could allow martial charaters to be more threatening...why does all the good stuff have to be magical? And the Strength bonus was added because you now have a FREAKING EXTRA LARGE ROBOT ARM ATTACHED TO YOU!!!.......Explainable? It was for a steampunk seeting campaign I was doing....so yeah....I mean sure it could use some work...but i would like it to still be used for the same purposes... B1GG BAU5 (talk)
No base, mundane weapon should grant the kind of bonuses you were describing. In D&D such a complex weapon is handled through Craft Magical Arms & Armor, there's no other framework for it. If you have a whole steampunk crafting system that can replace it then that's a different story, although I'm sure the same effect can be had by replacing the word "magic" with "steam" and leaving the mechanics alone.
Also, look at the changes. Your "+5 Strength" (which would be a +2 to hit and damage) has been replaced with a +3 bonus to hit and damage. The other effects of Strength (carry, skills) are really only applicable if whole body strength is changed, not just an arm.
You also had damage at 1d20 + 1d8, with permanent Constitution damage which isn't even remotely balanced. This has been replaced with a damage roll that makes sense and a poison mechanic that's already in the game.
Can you suggest any changes that would make it more like what you had originally envisaged? Marasmusine (talk) 00:27, 28 May 2013 (MDT)
How about we make it like a one of those Prosthetic Limb items and not just a Gauntlet? B1GG BAU5 (talk)
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