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Unearthed Arcana: Magic Items of Eberron
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<blockquote data-quote="Chaosmancer" data-source="post: 7760881" data-attributes="member: 6801228"><p>I like this a lot</p><p></p><p></p><p>And boringly enough I agree with most of the things being said. Armblades shouldn't require attunement as written. Though I do wonder if that would change if you used the Quick Attunement property. Minute on, minute off, attunement while on? Still crappy but less crappy than needing a whole short rest to bolt the thing back on after you take it off to climb the ladder onto the pirate ship. </p><p></p><p>I like differentiating the Focuses, but I agree that range doesn't scream useful and meaningful choice most of the time. But, I can still use this concept to branch out so that's good. </p><p></p><p>Honestly, the Cleansing Stone, Shiftweave and Glamerweave (why not Glamourweave?) are the coolest things for me personally. I have a highly magical ruler sitting on the back burner and these are great ways to sew in some impressive visuals since the world isn't as broadly magical if the players ever meet them. </p><p></p><p></p><p>One thing I'm confused about, docents. They are intelligent, have a ton of things they can do in terms of lore and detection abilities, and you use a bonus action to ask them to do one of those things. Okay, one of those things is making a medicine check to stabilize you... How? You can't use a bonus action, do they get a turn? How do they actually stabilize you since they are an orb in your chest, magical defibrillation? Cool enough but I kind of want an answer since it implies they get their own turn. Also, with a +6 roll and a DC of 10 they will stabilize you, I'm not sure what the exact odds of rolling 3 or less on a d20 three times in a row are but I'm sure it is absurdly low. I like it, has good story flavor, but no point in pretending that the Warforge is in danger unless they roll a 1 on that first death save and even then 85% chance of being ok that same turn.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7760881, member: 6801228"] I like this a lot And boringly enough I agree with most of the things being said. Armblades shouldn't require attunement as written. Though I do wonder if that would change if you used the Quick Attunement property. Minute on, minute off, attunement while on? Still crappy but less crappy than needing a whole short rest to bolt the thing back on after you take it off to climb the ladder onto the pirate ship. I like differentiating the Focuses, but I agree that range doesn't scream useful and meaningful choice most of the time. But, I can still use this concept to branch out so that's good. Honestly, the Cleansing Stone, Shiftweave and Glamerweave (why not Glamourweave?) are the coolest things for me personally. I have a highly magical ruler sitting on the back burner and these are great ways to sew in some impressive visuals since the world isn't as broadly magical if the players ever meet them. One thing I'm confused about, docents. They are intelligent, have a ton of things they can do in terms of lore and detection abilities, and you use a bonus action to ask them to do one of those things. Okay, one of those things is making a medicine check to stabilize you... How? You can't use a bonus action, do they get a turn? How do they actually stabilize you since they are an orb in your chest, magical defibrillation? Cool enough but I kind of want an answer since it implies they get their own turn. Also, with a +6 roll and a DC of 10 they will stabilize you, I'm not sure what the exact odds of rolling 3 or less on a d20 three times in a row are but I'm sure it is absurdly low. I like it, has good story flavor, but no point in pretending that the Warforge is in danger unless they roll a 1 on that first death save and even then 85% chance of being ok that same turn. [/QUOTE]
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