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Re: [HoE] new templar power
RAK3889@ritvax.isc.rit.edu wrote:
> Hi all,
> I was remembering from my Earthdawn days one of the kewl things was
> that players could pretty much make their own magical items by "naming" them. I
> felt this should play into Templars (since we hear so much about relics from
> previous templars, how tdo they get that way to begin with?). So here is a
> power i thought up , please critique it so it's balanced. Note for a templar to
> buy this power he/she should have at least 2 Grit and 4 in Faith. Also the
> templar must choose only one weapon, one that is not already magical in nature
> (the sword can be a relic the player started with but only if the only affects
> are the damage increase (eg +1 hit/dmg per relic point taken). if it has chip
> based powers this power can't be bought)
> so here it goes
> NAMED ITEM
> ----------
> Standard Reward- For every level in this reward the Templar my impart one of
> the following modifiers: +1 to hit and damage, or +1 DB, or +1 AV. These are
> all cumulative with previous levels(eg if you had level 5 you could have a +5
> DB, etc....)
> Greater Reward- At this point the Templar's very soul has intertwined with the
> sword. He now knows the general location of the sword at all points, and he may
> spend a legend chip to further advance the levels of the sword (eg the hit/dmg
> DB or AV level. If the templar ever looses his sword he looses 1 step in both
> vigor and spirit every two weeks apart.
>
> Please tell me what you think. I want this to be cool, but balanced.
> Thanks
> Rob
Sounds pretty balanced as you presented it. Very nice. The +1 DB is the only
question. Are you saying +1 to the Damage roll or to the damage die. I assume you
meant the roll. Raising the die type would be a bit much. :)
But great idea!
>
>
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--
David Heth
"I need a young Rad priest and an old Rad priest! The power of the Glow compells
you!"