The new custom items are very cool! I love the little backstories and often the "quotes" in their descriptions
As for their gameplay value, I can think of a few ways they could be much more widely used whilst not becoming overpowered.
Stone Shield
DR 3 vs. piercing
(better than adamantine against piercing weapons, meaning it retains some use later on, whereas the current +2 AC vs. piercing becomes redundant with increased enchantment bonus)
[Item] of Dark Warding
DR 5 vs. negative energy instead of +2 save bonus. At higher levels, saves become more or less irrelevant unless DC is over 30, which is rather rare!)
All Enchanted Bows
Should be at least mighty +2. As with armor/weapons having to be masterwork before they can be enchanted, why would someone go to the trouble of making a Protective Longbow that everyone just treats as a piece of junk.
Magical Halfplate
Why would anyone enchant it? It is inferior to plate in every way and I can't see anyone apart from a fresh character wearing it. Just more trader junk. Maybe make it Dwarven plate instead? Armor Bonus +9, Dex +0 and slows movement slightly ><
Attack Bonus vs. Enchantment Bonus
It would be nice to see more items with enchantment bonus. Even if its +1 enchanted instead of a +2 Attack bonus. The reasoning for this is that if someone really likes a weapon or suits their character they can enchant it further and keep wielding it. Items which have some kind of powerful custom effect should be the only ones that use Attack bonus to prevent them becoming too super
Junk
What is the point in finding a pair of +1 reflex save boots in a high level area? If there are many more powerful boots in a store, and they are cheap and easily accessible, it just seems silly. Trader junk. Then again, without the junk it may seem a little boring just getting gold all the time...Which brings me to:
More Consumables in loot tables!
From the custom alchemical items we already have (e.g. Suregrip, Flash pellets) to super rare Netherese blast globes, Teleport runes/keys, these would be a great way to fill the gap left by junk magic items.
Alchemist's Fire/Holy Water/Acid
Have a chance to kill/seriously injure an enemy (X dmg on hit, then X/2 dmg per round until save is made?), even if its a minuscule chance.
Obviously these are only suggestions, and I'm sure there's some players that like all of these items the way they are.
As for their gameplay value, I can think of a few ways they could be much more widely used whilst not becoming overpowered.
Stone Shield
DR 3 vs. piercing
(better than adamantine against piercing weapons, meaning it retains some use later on, whereas the current +2 AC vs. piercing becomes redundant with increased enchantment bonus)
[Item] of Dark Warding
DR 5 vs. negative energy instead of +2 save bonus. At higher levels, saves become more or less irrelevant unless DC is over 30, which is rather rare!)
All Enchanted Bows
Should be at least mighty +2. As with armor/weapons having to be masterwork before they can be enchanted, why would someone go to the trouble of making a Protective Longbow that everyone just treats as a piece of junk.
Magical Halfplate
Why would anyone enchant it? It is inferior to plate in every way and I can't see anyone apart from a fresh character wearing it. Just more trader junk. Maybe make it Dwarven plate instead? Armor Bonus +9, Dex +0 and slows movement slightly ><
Attack Bonus vs. Enchantment Bonus
It would be nice to see more items with enchantment bonus. Even if its +1 enchanted instead of a +2 Attack bonus. The reasoning for this is that if someone really likes a weapon or suits their character they can enchant it further and keep wielding it. Items which have some kind of powerful custom effect should be the only ones that use Attack bonus to prevent them becoming too super
Junk
What is the point in finding a pair of +1 reflex save boots in a high level area? If there are many more powerful boots in a store, and they are cheap and easily accessible, it just seems silly. Trader junk. Then again, without the junk it may seem a little boring just getting gold all the time...Which brings me to:
More Consumables in loot tables!
From the custom alchemical items we already have (e.g. Suregrip, Flash pellets) to super rare Netherese blast globes, Teleport runes/keys, these would be a great way to fill the gap left by junk magic items.
Alchemist's Fire/Holy Water/Acid
Have a chance to kill/seriously injure an enemy (X dmg on hit, then X/2 dmg per round until save is made?), even if its a minuscule chance.
Obviously these are only suggestions, and I'm sure there's some players that like all of these items the way they are.







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