Talk:Orb of Nature (5e Equipment)

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No artifact should have a chance to break when spending charges. Artifacts are the peak of magic item power, and having your one-of-a-kind super-item break because you used it is incredibly frustrating. You could very easily remove the breaking rule and it would still be totally balanced will prevent your players from losing it. Tazerbot3000 (talk) 13:27, 14 November 2019 (MST)

Artifacts don't really seem like the peak of magical power. Every one must have some means of being destroyed. This is no exception. Given the early game nature (Hah) of the item, it was OP in the game it was made for. However, if you find something you don't like about any of my items, you can always just change it when you use it in your game. I generally don't like the "Chance to break on using it up" principle in the first place, and think a vulnerability to damaging rather than outright destruction would suit the system better. However, I can't ignore the rules and practices set in place by the game developers if I want to make items that could be used in anyone's games, so I would request that you don't change the page itself without me changing my mind. --Supersmily5 (talk) 21:23, 17 November 2019 (MST)

Thank you for pointing out the issue though, as I stumbled across a small flaw with the item's design. In my vision, only an evil-aligned creature can destroy the item while being attuned to it, therefore the idea that anyone could break it by it running out of charges doesn't make sense. I've updated the text accordingly. --Supersmily5 (talk) 21:26, 17 November 2019 (MST)

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