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RPG Superstar 8 Season Dedicated Voter, 9 Season Marathon Voter. 231 posts. No reviews. No lists. No wishlists.


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Dedicated Voter Season 8, Marathon Voter Season 9

Reduxist -

I have a history of long & harsh criticisms here. They have a particular format to them, and many people find the take-no-prisoners approach highly valuable. I am certain, however, that others would not like to receive a drill seargent-like tearing down, however useful it might be in eventually building up.

Therefor, I'll just say that I'm offering to perform the sort of criticism I've given to others, and you can decide for yourself whether or not that would be worth it to you.


Curious -

I prefer Spheres of Valor, but I'm not satisfied with it. Nonetheless, I feel fairly comfortable rejecting (at least for me) the generic options of "might," "battle," and "combat".

I think it's inevitable that we in the real world will associate things like "might" and "battle" and even "combat" with physical fighting capabilities as enhanced by skills, armor, melee weapons, and missile weapons. This is because battles and combats are only fought physically in the real world. Thus, we have many more examples in our real lives of "might" being physical might, not (for instance) spell casting might.

But in a Pathfinder world, who would be foolish enough to say to the Archmage, "You are not mighty"? Who would sneer, "Those Archmages know nothing of combat, nothing of battle"? Fireball is a mighty spell as well as one tailored for combat, for battle. Likewise the ArchDruid, the High Priestess, and more classes who simply do not fall within the core of this supplement's concept.

(I believe) Thinking from the perspective of someone who lives within the world of Pathfinder is a more helpful path to a final name than thinking from the perspective of those who live lives in our mundane world. So I'll take SoV for now, but I'm still mulling it over. The real problem is that making the name generic enough to encompass any kind of physical combat is inevitably going to create some overlap with mystical, spiritual, and dimensional spheres. Of the proposals listed here, however, Valor best distinguishes the warrior's world from those others.

Dedicated Voter Season 8, Marathon Voter Season 9

@TemplateFu:

Me, before superseded by Template Fu wrote:

May I suggest something?

With each new challenge, why not post the template you wish used? I've participated in this community a little bit, but law school (!), family, & health issues have conspired to limit that quite a bit. So while I can appreciate the value of good formatting (lawyers have the same issues with court submissions), I'm quite rusty on Pathfinder formatting - probably 18 months since I tried my hand at creating a wondrous item, for instance.

For the sake of both the judges (who don't want to slog through confusing formatting trying to figure out what, exactly, is being said) and also the contributing proto-designers (who, obviously, will benefit more from creativity, rules, & wording feedback that is customized to their strengths & weaknesses rather than cut-&-paste feedback reiterating, "Follow the template!"), it might be worth it to include the template with each challenge.

Whoops! Turns out TemplateFu was all over this suggestion before I could finish submitting it!

As an alternate suggestion - perhaps we should make new threads for the new challenges & keep this thread for discussions other than the submissions themselves? Submissions interspersed with reviews is already going to be a bit of a challenge. A thread full of submissions interspersed with meta-comments on the nature of this enterprise itself would be even more clumsy to follow.

TemplateFu wrote:
There is no prize or voting in this thread, it is purely a place to discuss design tasks in depth and keep our superstar community alive.

It still seems like this effort might benefit from standardized up/down ratings that serve to contextualize the more detailed review. Knowing that someone loves your item and will certainly use it in a campaign but believes the 4th function is too powerful /not included in the price is very different than knowing that the reviewer would never use the item for power mis-match reasons.

Might I suggest 4 categories? [The names here being mere suggestions, they should be altered if anyone has better:]
Desirable: The reviewer will actively try to work this item/map/whatever, perhaps tweaked, into the reviewer's own game(s).
Viable: The reviewer sees this as a good enough item/map/whatever to be dropped into a campaign if a campaign happens to create an opportunity for something of that type, but would be unlikely to try to nudge any particular adventure or campaign in order to create such opportunities.
Not desirable as-is: The reviewer would not drop this item/map/whatever into their own campaign, even if an opportunity naturally arises, but might with some re-working and/or could see others making use of it even if it doesn't fit the reviewer's desires.
Fatally flawed: Not only does the reviewer feel that the item/map/whatever is unlikely to be useful in their own campaigns or adventures, but something about the submission makes it unlikely the reviewer would use any of the submission's fundamental ideas as the basis for re-working into a viable/desirable item later. The reviewer would more likely start from scratch when creating something in this category than start from this submission.

Desirable to Viable to Not As-Is to Fatally Flawed seems a good range in which to place things, and seem to be informative categories that are both intuitive (to me anyway) and avoid unnecessary denigration or praise. [Although as to this last point, I'm not entirely satisfied with "Fatally flawed," but there should be some label to stick on submissions that the reviewer would honestly be unlikely to build from or rework.]

I don't know, what do you think?

Dedicated Voter Season 8, Marathon Voter Season 9

1 person marked this as a favorite.

KC: when you use this language:

attacker gains a +1 insight bonus on the attack roll (to a maximum of +5) for each projectile

You are saying that it's possible to get +5 PER PROJECTILE. I don't think that's what you want. I think you just want to say

attacker gains a +1 insight bonus on the attack roll for each projectile (to a maximum of +5)

Dedicated Voter Season 8, Marathon Voter Season 9

@dubiousmx:

Have you read any of my longer reviews?

They have a number of sections, and you would score well in each section save 1: audience appeal.

I think this is a tremendous item. I think the design is RPGSS top 32 worthy (even if not perfect, as noted by Kiel Howell, I believe it's top32 worthy [/i]as is). But for better or for worse, people voting often think in terms of, "Can I use this? Would my character want this?"

Since they can't see their character toting this around, they vote it down.

I think it's a shame, but there you are.

As for the name, I liked yours, but perhaps [i]mama's bear would have made your thematic tie in to power #3 more explicit and turned off fewer voters who don't have my objectively perfect taste in item names.

Dedicated Voter Season 8, Marathon Voter Season 9

Ah, see!

There's even a website!

You mention twitter & Facebook but not your own website? For shame! Bad publicist. Bad.

Dedicated Voter Season 8, Marathon Voter Season 9

I remember this announcement from season 8, but I didn't do anything about it in part because I'm on neither twitter (not sure why, but I don't see how much substance could be exchanged there), nor Facebook ('cuz of privacy issues).

Are there ways of interacting with FF beyond Facebook?

Dedicated Voter Season 8, Marathon Voter Season 9

Dwarven Apprentice's Apron 

Aura Strong, abjuration; CL 15th 

Slot Armor slot; Price 88900gp; Weight 25 lbs. 

Description

A Dwarven Apprentice's Apron set consists of a leather apron and a set of gloves. The leather is soft with faint outline of scales. The Apron is a typical full length apron and the gloves cover up to the elbows. When within 5 feet of a heat source the leather will glow a soft red hue lasting for 30 minutes after exposure to heat.

An Apprentice Smith is Awarded his apron upon his or her acceptance as an Apprentice to a Dwarven Master Smith. An Apprentice's Apron provides a +10 Resistance to Fire. All Dwarven Smith Aprons functions as a +5 suit of Dwarven Plate Armor during Combat.

There are 3 Known Varieties of Dwarven Smith's Aprons: Apprentice(+10 Fire Resistance), Expert(+20 Fire Resistance) and Master(+30 Fire Resistance). The Hide for the Set comes from a creature such as a Red Dragon or a Fire Drake. The most common hide used is Fire Drake although hides from creatures to be known to live in lava flows and from the Plane of Fire have been known to exist. 


Construction. 

Requirements Craft Magic Arms/Armor, Potion of Resist Energy;Fire, Spell Resist Energy;Fire or Scroll Resist Energy;Fire, Hide value 1000 Cost 44450gp

====================================================

There are a number of problems with this armor. One is that other than glowing after exposure to heat, we don't really know what it looks like. It's an apron and gloves. The gloves are elbow length, but the apron is "a typical full-length apron". That's not much description.

Second, as others have mentioned, the backstory clashes terribly with the price:
Every time you sign up a pair of apprentices, you've got to give them 180,000 gp?

Really?

The powers of the apron also conflict with the backstory. Why are you giving +5 plate to people who are hanging around the forge all day? Can't they put on their armor once an alarm is sounded? Surely even if a few dwarves blacksmiths operate entirely outside the protection of a settlement, the best dwarven blacksmiths (of the type that could hand out +5 plate to their apprentices) must frequently operate in such settlements, correct?

Why would the dwarves spend the money to enchant these aprons as armor when they could spend the same amount of money making 5 sets of +4 plate for their scouts? Wouldn't giving 5 apprentice men-at-arms +4 plate be a better use of the resources of the dwarves community?

Also, plate armor hurts your skill checks. Why would you want an armor check penalty on an armorer that might at any moment need to make a dex check, acrobatics check, or similar to avoid a face-plant into the forge?

Some other things:

25 lbs isn't the weight of plate armor. You've completely changed the weight - are you intending to change the check penalties and the max dex of this?

I can't find any powers other than +5 enhancement bonus to the armor and Energy Resistance: Fire.

The +5 armor price is 25,000 gp + the masterwork armor, the energy resistance price is +18,000. That's giving me 43,000 gp + a bit.

It looks to me like you've doubled the price of your armor.

There shouldn't be any details about other magic items that aren't your magic item. The Expert and Master aprons should have been left out entirely.

Dedicated Voter Season 8, Marathon Voter Season 9

Concur with Jacob W Michaels

Dedicated Voter Season 8, Marathon Voter Season 9

2 people marked this as a favorite.

Personally, I suck at maps.

The maps we've gotten this round - the ones I liked and the ones I didn't - have forced me to think.

When the round started, even though I had also looked at and voted on maps in season 8 of RPGSS, I wasn't even really clear on how I would go about judging a good map from a bad map.

I'll say that again: I wasn't clear on what I thought would make a good map or a bad map.

Q: How then would I design a "good" map in 48 hours?
A: I wouldn't have.

But now I have a better idea about what power I do and don't have when designing a map, what I might be able to accomplish with my rough map, and why I should prioritize some things over others when actually drawing the thing. It might be that immediately after the season 8 map round I'd also felt like I'd learned some of these same things...and then forgotten the. But that's why practice is so darn useful.

I've been through every map, and was frequently surprised to find that what I thought was a good map, the judges thought was middling or less, and what the judges would gush over I found poor.

These designers, all 32, open themselves up to public criticism in a way that is extremely uncomfortable, and who benefits?

Me.

Each and every person who looks at the maps and makes an attempt to determine good from bad - even if you don't read the judges' remarks, and you really should - will learn something. The less experienced you are at fantasy cartography, the more you learn. And the lessons aren't only drawn from "good" maps that one can then copy. To be a designer, you have to do more than copy. I'm very, very grateful to these 32 folks who are teaching me to be a more creative, more compelling storyteller.

Dedicated Voter Season 8, Marathon Voter Season 9

While this feels completely unfair to Mike Hill, the spelling error here docks fewer points because the actual meaning is still clear.

Nonetheless, you should be spelling your own location’s name correctly.

Dedicated Voter Season 8, Marathon Voter Season 9

Red on black is hurting this map for me.

Dedicated Voter Season 8, Marathon Voter Season 9

@Mwangi Inquisitor:

Doesn't much matter which was intentional and which was the mistake. That's a bad, bad mistake if it's Mike Hill's mistake.

If, OTOH, Paizo set up this thread without copying & pasting and made the mistake on their own, I'd actually like to know that before voting.

Dedicated Voter Season 8, Marathon Voter Season 9

The Plush Guardian inspired a snort from me as I anticipated some joke item. I wasn't just instantly turned off and refusing to read the item. No, I was perfectly happy to laugh with the joke...and then down vote it after I'd gotten my chuckles.

Like others here, I was won over. This is an excellent item. Kudos.

Dedicated Voter Season 8, Marathon Voter Season 9

@Browman:

So...

I'm in the middle of a real CripDyke review of the Watch of Borrowed Time, but I thought I just say a couple of things.

1) lightning + movement isn't particularly superstar. Lots of people connect lightning and movement, so we know that this isn't showing off your imagination as much another item might.

2) But now that you've connected lightning and movement, how, precisely, do you imagine lightning movement might feel?

Because to have momentum, you have to have mass and weight. Lightning move so much faster than we can follow it feels like teleportation to us - the lightning starts over here, ends up over there. But do we follow it's movement?

So when you say that the spear:

Quote:
feels as if it is dragging its wielder forward slowly like the spear always has some momentum to it

we get a lightning spear that moves "slowly", constantly granting a feeling of a weight pulling on the user.

Okay, the weight pulls the user forward, but it's a weight pulling on the wielder.

First you tell me that this is a Djinn's weapon and I'm expecting something connected to the weightless world of air.

Then you tell me it's a lightning weapon, and I'm expecting erratic movement far too fast for human senses to follow.

Then you kill all that by telling me it pulls "slowly" in a way that implies weight.

Your description is killing me here.

Moreover, at this point, the fact that the spear continually shouts, "Hey, I'm magic!" with permanent electric runes +"occasional" arcs of lightning seems

1) overcompensating
2) just an invitation for thieves. Most thieves can detect magic, but they can still steal masterwork items and hope. This spear? So gaudy it's going to attract every thief in the business.
3) overcompensating some more.

You're not adding the description your item needs to communicate that your item is special. You're adding more and more details about magic effects that are experienced/visible constantly so that everyone knows that you are lightning powered.

Considering only the aspects visible to all, what you've done is designed the perfect spear for Spear Wielding Super-Hero of LightningOpolis Man!

But even there, you've undone the good, public aspects of super-hero image making with the weird mojo-killing "slowness" and "weight" aspects.

Dedicated Voter Season 8, Marathon Voter Season 9

4 people marked this as a favorite.
Quote:
in that analogy...doesn't that put us at the top of the food chain? Rather disturbing if you think about it...

Nah.

It puts you at the top of the food pyramid.

Seems like I hardly need any servings of you at all!

Dedicated Voter Season 8, Marathon Voter Season 9

1 person marked this as a favorite.

@Trekkie90909 :

Thank you very much for the most thorough review of revealing ink I've read so far.

I'm heartened to hear you say

Quote:


There’s good mojo to this, and the descriptive text supports the mechanics with a glimmering of brilliance.

I put a lot of effort into mojo and theme.

This is my first time entering RPGSS. I've heard people talk over and over about mojo. I really wanted to nail that.

But before your review I had come to the conclusion that despite Paizo's 300 word limit, to really win the voter it needs to be down near 220 words or less. This was too long.

Also, I learned something important reviewing items that I didn't really like. The item type I'm talking about had good mechanics but didn't show off the creativity and imagination (read: mojo) of the designers to good effect. In several of these, this was because of extensive copying and pasting with minimal modifications for new use. I realized as I was trying to make sure I gave good reinforcement for the things done well that there's an excellent reason to copy/paste mechanics. There are tons of pathfinder related books. No one can learn and memorize it all. It's actually doing a favor to the GM, the players, and the game itself to copy/paste when you can do it without undercutting your mojo.

Then I thought about it and realized that in the context of RPGSS and snap-voting, even if your mechanics are good and tight and flawless (which mine weren't), if they're entirely new to someone they're not going to realize how good and tight and flawless those mechanics are until they think about it for a lot more time than they have to vote.

So potential problems are going to be raised by an item with really new mechanics ... and whether you've resolved them or not isn't going to be clear before it's time to vote and move on.

While if something about RPGSS meant you had to design an item that would be worse for the game to suit the voters, that would suck. But that's not what's happening here. What's happening here is that the same thing that's good for the game (building substantially on existing rules until absolutely necessary to shy away to avoid stepping on your mojo's toes) is inflated in importance in RPGSS.

=========

Given my conclusions, I knew I had to throw out the entirety of my mechanics if revealing ink was ever to be a decent item. And yet, with no real positive feedback yet, i really had no idea if my work mojo and theme and role-play was valued by anyone, or if revealing ink deserved the possibility of a rewrite.

I was left kind of wondering if I had succeeded at anything, since I realized I had failed pretty hard at both being reader/user-friendly and at mechanics.

This statement by yours gives me heart that I do indeed have some skills to build on.

Thank you.

==========

And, yes, your further treatment of my mechanics' deficiencies, especially with the addition of your suggestions for improvements, was also very valuable.

Dedicated Voter Season 8, Marathon Voter Season 9

1 person marked this as a favorite.
Trekkie90909 wrote:
CripDyke wrote:

May I ask for my edification?

Detailed, helpful analysis of consequences of resetting initiative.

Ah, got it.

Yes, I guess I was thinking about it only in a scenario where you're already fighting, so you're conceding a double action to your opponent in order to get 2 actions in a row later (and in separate rounds).

Put simply, this is a bit like something that guarantees you act in the surprise round ...and gives you a bit of extra control (not tons, but a bit) over the situation in a manner that makes it somewhat more likely that your opponent does NOT act in the surprise round.

That combination is very powerful.

Dedicated Voter Season 8, Marathon Voter Season 9

Jeff, I like you and your design skills, so I'm continuing the conversation. But, as I may occasionally do, I exceeded 75 words in this comment. So I put it behind a spoiler for the sake of the eyeballs of those who want to be able to find anything other than CripDyke comments in this thread.

CripDyke responds to Jeff Wharton's response:

Quote:
I don't know of another item like this. Does it crib off of AoMF - yes.

Well, that's what I meant. It's like it in mechanics.

Given the central idea, "what if this barefisted-enhancement could be used to enhance weapons?" is not an out-of-the-box question to ask, it's just not showing off your creativity.

That doesn't say you don't have creativity, it's just hard to see how much if this item is all we have to go by.

Quote:
This is exactly what I was trying to do. I created an item where I saw a need. [goes on to explain need...]

Yep. And I saw you doing that. Really, I do think that there's a very important skill being shown off by the ability to notice those niches and then fill them. If someone else noticed this niche, doing what you do is exactly what I would want that person to do to fill it. Cribbing from that other well known item that does the parallel thing to your item is just what should be done. There are so many rules and spells and items in Pathfinder, by streamlining things with duplication where necessary you're being friendly to GMs and Players alike.

When I see situations like this I'm torn. You could be a really great designer, the kind of person with a sharp eye for these types of situations and a thoughtful approach to how you can provide solutions that require the least work on the part of players and GMs to understand and use.

OTOH you could be a player whose one favorite character happens to throw things and, lacking personal creativity, solved your frustration by copying and pasting from the item that did the thing that was closest to what you wanted to do.

I thought I saw things like the restriction to masterwork items, etc., that made it more likely you weren't just a frustrated player with a quick ctrl-v hand and a bit of luck. But given that these 300 words are the only 300 words in the universe as far as RPGSS goes, I will tend to down vote an item like yours because what if I'm wasting my vote on a designer with absolutely nothing to offer anyone in the next round?

Like I said, it doesn't preclude creative design skills, it just - by itself, as a singe item - doesn't provide evidence on which I'm willing to hang this old lesbian softball league hat I have here.

Now that your item has made the top 32 and people can see this isn't a fluke, they'll value your work. [Edited to add that your item didn't make it. Your mention of your round 2 map befuddled me for a moment] In fact, you did exactly what I realize now I spectacularly failed to do with my revealing ink. I personally love items that inspire and (even better) require role-play. The revealing ink is just that. But role-play can't easily be reduced to crunch. I've gotten feedback that people were scared of the open-endedness of the item. And yet, look at charm person or suggestion. What, exactly, they do is far less crunchy than revealing ink and no one has axed them from the game. I thought I was being more specific than those effects, so hey, wouldn't everyone appreciate that? But if I had cribbed more, people would have thought, "Oh, yeah, suggesting to a prisoner that the prisoner spill his guts. That's not an intimidating possibly-game-breaking new thing. That's just a special case of a spell we've allowed for a long time."

I think you've done some genius design work here. But during voting I was frustrated by having to judge only on those 300 words, and not being able to make a clear call between "Amazing designer working hard to reduce the learning curve and thus make the game easer, and thus make it more fun" ...and "frustrated gamer who happened to cut and paste just the right thing" I found myself down voting your item a lot.

I actually regretted doing it the first couple of times, because I knew there was a real chance you were doing thoroughly awesome design. But eventually I made peace with the fact that i was supposed to judge you on those 300 words alone.

Clearly you didn't need my votes. And I'm glad, because you obviously aren't a lucky crank. This feedback is very specific to the RPGSS context and not about game design generally.

....and of course it may not even be good feedback. This did affect how I voted, but I'm not necessarily anything like the average RPGSS voter.

Quote:
Because I could not find a "Knife" on a weapon list, and this surpised me.

Well shiver me timbers and blow me down! ...a friend tells me this is Skull & Shackle speak for, "You don't say, my good man. Well, that information clearly is novel to me as well."

Obviously you did quite a lot of thoughtful follow through, taking your own idea very seriously and doing the legwork to track down all the game info needed to thoroughly understand the consequences of your design choices.

==========

Your thoroughness and the process revealed in this conversation shows you to be a good designer who designs with imagination but isn't too vain to cut the imaginative parts if that's just good for the game. That humility will also make you a joy to work with from an editor's perspective.

I don't know that I have anything to off you, really. But maybe leaving in a bit more of the imaginative stuff will help you next year.

Or maybe not. Hard to tell.

Dedicated Voter Season 8, Marathon Voter Season 9

Oh, the point of my #1 was that while copying AoMF is no proof you can't be creative, but it doesn't give us who are trying to evaluate your ability to design that you DO have good creative abilities.

This item is probably good for the game, but it's not good for showing off during RPGSS ...OR for demonstrating to the voters and the 3PPs reading along just how much you can do, just how much you should be hired for design work.

So liking the item and thinking it makes me want you in the next round are 2 different things.

This item makes me say, "Yeah, you really saw a niche that needed filling. This will probably show up in games!"

It doesn't make me say, "I wanna vote for this designer in this competition."

Dedicated Voter Season 8, Marathon Voter Season 9

@Jeff Wharton:

A couple quick thoughts.

1) don't we already have items like this? Doesn't this crib extensively from Amulet of Mighty Fists? I mean, it's a new item, but this is pretty much exactly "AoMF, but for weapons!"

2) I was originally thinking this should be the same price as an Amulet of Mighty Fists and that you've undercosted it. But being limited to 6 shots per combat does deserve some sort of discount, and when you bump it up to 12 shots/combat it costs 50% more. So this started out as something which made me leery of your item, but ended up after a thought or two to be something I really, really appreciated.

3) you've done the crunch well, but since this is a nearly identical design space to AoMF, and you've been able to crib from that crunch, you're not impressing me. I expect you to be able to copy & paste. I bet you have the skills to do crunch on something original, but next year I won't know it's you when your new entry to RPGSS comes around. How do I know you have the skills to create crunch instead of just the insight to know when items can duplicate the crunch of others?

I mean, that's not nothing. It's helpful when you aren't reinventing the wheel and can reference well-established rules. But at some point as a designer you'll have to create something from scratch. How do I as a voter know that you have that in you? I don't have any real evidence.

4) What limits are there, if any, on weapon special abilities that don't use an enhancement-bonus-equivalent for cost? You say that bandolier can be glamered, but there's no language at all that prevents the use of weapon special abilities that are enhancement-bonus-equivalents.

...That makes it possible to exceed +5 in some sense or other by making +5 and then adding in some other property. If you have a +10 equivalent weapon (the max), it seems like you can exceed that by adding in these non-bonus-equivalent powers.

But +10 costs 200,000 gp. Items can't be more than 200,000 gp. (since the rules say you can have +10, I'd allow a weapon to exceed that by the masterwork + regular cost of the weapon enchanted, but not by more than that....) So adding in non-bonus-equivalent powers is effectively prohibited by other rules. They didn't have to say it.

So is +5 a hard limit? Or is it merely a limit on bonus-equivalent powers? Why or why not?

======
Okay, and then the real problem with non-bonus-equivalent powers: the bandolier costs +50% for the same enhancement bonus. Nothing in your crunch says you have to pay an extra +50% for non-bonus-equivalent powers. I want some rules justification why some powers go up 50% in price but others don't.

=========

Last, why is "knife" not on your list?

The list seems artificially limited. I'd trust people to figure out reasonable limits for their own gaming tables by using your list and then adding something like, "or equivalent weapons and fundamentally similar weapons" or some language like that. Or go nuts - what about just saying any light weapon with a range increment for throwing that does piercing or slashing damage? If everything else is the same, is that looseness going to create a game balance problem, or ruin your careful costing exercise?

I really think not.

I really don't like this hard-and-fast rule. I don't think it's justified. I think you feared some abuse (I don't know what, but it was probably something wise where you noticed a particular weapon might break something) and prevented it by setting the hardest limit possible, making abuse impossible.

I have slightly more trust, so long as you give good guidelines, but if you want to limit it to just these named weapons, at least have some reason that makes sense from the ***character's perspective*** why the options must be limited in this way.

Dedicated Voter Season 8, Marathon Voter Season 9

Jeff Harris 982 wrote:

Would appreciate any feedback or critiques folks have for my item (I made a tiny little oversight and screwed myself, I bet most of you will spot it, but proved fatal, and here I thought I had a pretty sweet idea)

Thousand Fold Armor
Aura strong abjuration; CL 13th
Slot none; Price 17,750 gp Weight 15 lb.
Description

This +1 light fortification scale mail is surprisingly un-restrictive, and easy to move in. A detailed inspection of the armor reveals that each scale is formed from fine rice paper folded innumerable times and sealed with resin and lacquer.

Thousand fold armor weighs half as much as normal scale mail, has an armor check penalty of only -2 and a maximum Dexterity bonus of +4. While wearing thousand fold armor and speaking the correct command word, the wearer may conjure an origami swarm (Ultimate Equipment pg. 314) three times per day, which functions in all ways as the wondrous item of the same name. Only one origami swarm may be conjured at a time, and while the swarm is active thousand fold armor’s total granted AC bonus is reduced by 1.

By touching a spell scroll to a single specific scale of the thousand fold armor and speaking the command word, the scroll is affected by shrink item and is attached to the scale touched. Anytime thereafter the wearer may touch that same scale and speak the command word again, and the stored scroll appears in hand as per retrieve item. Thousand fold armor may only hold up to 5 scrolls in this fashion at any given time.

Construction
Requirements Craft Magic Arms and Armor, animate objects, limited wish or miracle, retrieve item, shrink item; Cost 9,050 gp

I don't have time to do a review like I've been doing, but I like origami items, and I'm a bit of a nut for materials science*, so I have a bias toward this armor.

And, yes, with materials science you can do some amazing things. Here's my problem.

...it might even be true that specially treated, specially folded paper made of special substance would protect you better than steel, but you went with a primary effect of reducing armor weight, penalties, etc.

in most ways, your armor has "Protection just as good, but is far lighter and more maneuverable!"

Fine. You have an amazing, exotic material. You can either use less to get the same protection, taking advantage of that super-ness, OR you can go ahead and use just as much of this super-material (by weight) to get better protection.

So what's my problem?

In a word? Fortification.

Your theme is greater maneuverability, not super-heavy protection. While, yes, magic can do anything. Maybe this magical material is SO much better than steel that you get he same protection with 1/10th the weight and no armor penalty, but you went to a middle ground to get just reduced penalties, half-weight, AND fortification.

Sure. That could'a happened. It's magic.

Based on that, fortification undercuts your theme in the absence of some background, story or theme-based reason why the armor has to be fortified.

Your theme isn't giving me any of that. Your theme is light and maneuverable (as far as armor goes) but even more than that, your theme is "paper". How does summoning an origami swarm relate to fortification? Scroll use, does scroll use scream, "Great Gods of Gulping Guppies, any armor with special abilities relating to scroll use, must have light fortification! How could it be otherwise???"

I'm not getting that needed special explanation from anywhere.

If it fits your theme, you're not going to need a special explanation of why a power is included.

This conflicts. Come up with some ingenious way that despite the apparent conflict, why the creator made it this way is actually completely intuitive. Knowing this extra little bit that the inventor of this item knew, now I get how there's not only no conflict, but this misfit power is actually absolutely necessary.

I would do the easy thing and ditch light fortification for some ability related to movement that can ultimately also be related to origami and/or paper.

But if you absolutely had to have it, there are ways.

I don't actually like this because it gives you too many bonuses all at once. I'd rather turn off one bonus to get another, not turn off one bonus to get a bunch.

But...

You could have the armor be normal weight, with no movement advantages. The armor has light fortification. You activate a swarm, and the little origami creatures emerge from the most vulnerable parts of your body, where you were carrying the extra protection. You lose fortification, gain the movement advantages and the swarm.

Now we see that the fortification comes from places where the armor was made thicker than it needed to be so that the cleverly-folded swarm could be integrated into the armor until animated.

So, yeah, there are ways. I'm not saying it's impossible. But I'm telling you the clash of that one power with the others was responsible for at least one of my down-votes of your item, though, yes, I have some problems with a couple other things as well.

I mention all this because many people fail to really develop a theme. But you, you clearly have the ability to develop a theme. You did. And then you threw in that one power too many, the one power that completely opposes the theme you've created.

Why do so much good, hard work creating a theme and then sabotage yourself like that?

If your description isn't necessarily reinforcing your theme, that's not great. If your crunch doesn't reinforce your theme, well maybe it's just all business - as long as the theme is elsewhere, that's still fine.

But neither your name nor your power choices can run afoul of your theme. Doing so really sabotages the work you're doing.

==================
*all the things scientists do to create new alloys and substances, but also to micro-manufacture or nano-manufacture familiar substances in unfamiliar ways, often in layers where a hard, strong brittle layer is alternated with a flexible layer to create something that is more yielding than the original, but still retains all the hardness and no longer has the brittleness. By doing this, you get something where more of the impact passes through (but not necessarily a lot more) but that thing that's actually doing the hitting can't penetrate. In fact, it penetrates even less well than against the pure, hard substance since that has a good chance of stopping it completely...but if it doesn't it's because the brittleness allowed the impact to shatter that material, leaving you unprotected. Cool stuff. Also involved in "invisibility cloak" science and other things.

Dedicated Voter Season 8, Marathon Voter Season 9

May I ask for my edification?

In the review of the abacus of probable paradox, you said:

Quote:
2x actions per turn bad.

But I don't really see that happening in the item.

I'm not challenging you on whether it's unbalancing to be able to set 2 different conditions such that either could end your ready-state and allow you to take one of 2 different actions you had prepared. I just am not sure if that's the same as getting an extra action.

Or is there something else that grants someone an extra action? I missed it when reading the item.

Dedicated Voter Season 8, Marathon Voter Season 9

Canada also has a federal holiday on Monday.

Dedicated Voter Season 8, Marathon Voter Season 9

Ah! Now that's something that hadn't occurred to me.

Good spot!

Dedicated Voter Season 8, Marathon Voter Season 9

1 person marked this as a favorite.

In order for the vial to be duplicated, you must put it in the bolt case, then load the bolt case into the crossbow.

Quote:

The bolt case ...may,... be filled with a single flask or vial.

...

Once the bolt case is loaded into the crossbow, this weapon duplicates [stuff] and may fire up to five total of any such item before running out and needing to be reloaded.

So before the magic is operant, you put the vial in the bolt case, the bolt case then is loaded in the crossbow.

Quote:

Any time the bolt case is removed from the crossbow, it is empty.

But when you pop the bolt case back off, Presto! It's empty. Note that this happens anytime you remove the bolt case, not merely after you've fired something.

So the bolt case appears to disintegrate any vial in it when the bolt case is loaded in the crossbow.

By magic however, it can fire off 5 of those things anyway.

But your original?

Just gone.

Dedicated Voter Season 8, Marathon Voter Season 9

Quote:
Putting say a CLW potion into the crossbow, then pulling 5 CLW potions out of it is abusable, and not something the item specifically forbids.

Not true.

Quote:

Any time the bolt case is removed from the crossbow, it is empty.

If you put 1 CLW in, you can't even get 1 CLW back.

Dedicated Voter Season 8, Marathon Voter Season 9

Quote:
As flawed as my design was, I still made it into the top100

Yeah, I try to give good reviews, but the nature of voting doesn't allow consideration of everything in the way my reviewing process does.

Essentially, my reviews are about building better items, but not necessarily about how to get votes from RPGSS voters. Hopefully good general design will get votes, but there are other factors.

Especially given the short time frame in the contest, Audience Appeal will probably play a bigger role in getting votes than it does in getting onto CripDyke's Personal Top32. I think yours was an item I noted had really strong audience appeal, even if I had some serious problems with the crunch and thought the name just didn't do anything at all to create image or mood or firm up the theme or whatever.

So, y'know, for RPGSS purposes you're already a much better designer than I am (having washed out in the riptide 3rd cull). Given that you've got those audience appeal skills and the obvious evidence of reaching the top 100, I think that you'll be in the top 32 before I ever get there.

Dedicated Voter Season 8, Marathon Voter Season 9

Quote:
Thanks for the in depth review.

Lord CoSaX!

I forgot to give you a shout out for the bad pun!*

Drown your sorrows, get in the flow, and squirt some fresh ink.

After a couple items' worth of practice, you'll feel buoyant, I swear!

========
*This is a complement. All the best puns are very, very bad.

Dedicated Voter Season 8, Marathon Voter Season 9

Quote:

Again no game mechanic as to how much information just vague bits about switching topics. I feel like you could have cribbed some standard language from say a speak with dead spell or something.

That's a good point about cribbing from speak with dead thank you.

Dedicated Voter Season 8, Marathon Voter Season 9

I'd love you to do my Revealing Ink.

Final Format:
Revealing Ink
Aura faint enchantment; CL 5th
Slot none; Price 4500 gp; Weight 1 lb.

Description
Contained in cut lead crystal, revealing ink's multiple colors bloom and fade in intricate patterns. Distinctive hues of the local lands' authorities — perhaps an ecclesiast’s scarlet, a sovereign’s purple, or a legal record’s iron gall — take turns painting the inside of the phial. Put to page, the ink creates official-looking, intimidating marks covering as many as 111 pages, and for 24 hours its complex scent changes with the perceiver’s opinions of relevant government(s) on topics such as utility, hostility, alignment and charisma. Some sleuths use this to help identify the disloyal.

Indispensable when interrogating humanoids, one swallow (22 pages worth) of revealing ink forces a Will save (DC 15). Those who fail vomit ink on one nearby stainable surface, preferring paper or parchment. Folded then opened, the surface reveals an eery, symmetrical image of odd familiarity. Displaying this may cause the victim to believe the blot has revealed the victim's relevant secrets and begin chattering about a prompted topic. Success is automatic if choosing to prompt a topic once. Otherwise, it requires a Bluff check (DC 10, increasing by 5 each subsequent topic). A failed check or 24 hours' passage ends the effect — as does a prompt which reveals the interrogator’s inability to interpret the blot. “Now I will recognize your patron anywhere!” will work. “What does your patron look like?” ends the effect. Subsequent prompts on the current topic are permissible, possibly generating new details. Use the topic's DC (minimum 10, no retries; failure does not end the ink’s effects). The victim may still consider some details of the image too obvious to mention.
Construction
Requirements Craft Wondrous Item, suggestion, charm person; Cost 2250 gp

Dedicated Voter Season 8, Marathon Voter Season 9

Terminalmancer wrote:


Thanks for the review! It's valuable particularly in that it illuminates a point of view I'm not often exposed to. I write like I talk (or vice versa, really) so it sounds like I have a challenge ahead of me.

Hmm, that will make it bit tougher. Usually listening to writing aloud is a great help, but if you're used to hearing your writings' style reflected in your speaking voice, then reading it yourself is going to be hit and miss. Somethings just won't grab your attention because they are to "normal" even if your audience might benefit from a tweak.

Do you know Sharon Bridgeforth - you probably don't, I'm not suggesting you should just not assuming you don't.

She's an amazing poet with a voice nothing like mine. Sometimes I listen to her reading her own poetry before going to sleep when I know I have to write like crazy the next day. Somehow, it helps.

Are there writers out there that you like but who don't write like you?

If so, see if you can get some audiobooks, preferably with either a trained actor or with the actual author reading it. (both have risks, but different ones). I'm sure there are many free ones on the internet, though you can never be sure about their legality so I certainly wouldn't recommend that you use random internet sources.

If you have a job that involves writing, maybe have a co-worker read something of their own & give you the recording and the text?

I don't know. Depends how invested you are. You've got writing skills, for sure, but just like me you're at the edge of a continuum. When I'm careful, my writing is easily marketable. There's a good audience. When I'm not careful, no one will read me, my sentence structures are too complex, the points that support each other aren't organized in a way that's friendly to the reader so that the reader realizes the points are supposed to support each other, etc.

On the same continuum, you're at the opposite end. Maybe you don't need the practice, but if you want to market yourself, since you are at the margins, moving towards the middle a bit wouldn't hurt **even if** you don't have my tendency to go to unpublishable extremes when not being careful.

Terminalmancer wrote:

And sorry about the title; it wasn't intended as a joke, I'm just awful at names. I spent more time on that name than I did the rest of the item!

You know it didn't ruin my day, right?

But here's this: if you feel like you have a good item with a good theme and ask around for a good name, no one is going to boot you out of RPGSS for violating anything. And if you really do have trouble with names, that part is probably the easiest part to outsource.

But it's possible, y'know, that what you're really having trouble with is figuring out your own theme? The central thing about your item was repetition. You can easily see that now. If you don't think of themes in any conscious way, instead of writing a title you could just look for which aspects of your item have the most reflections in other aspects of your item. Practice finding the theme.

Take a look at my Revealing Ink.

It obviously wasn't superstar, but it's an item with a strong theme that shows up in more than one place. "Revealing" is my theme (the "ink" is merely the vehicle for the revelation).

Then go to other items. Completely ignore the name, and just look for concepts, images, ideas that occur more than once. Do any of these show up in the name of the item?

Not necessarily, of course, because getting a tight theme is actually fairly difficult for most of us, but it might be.

If you practice finding the theme in others' items where you aren't blocked by being too close to it, it may be easier to find the them in your own items next year.

Dedicated Voter Season 8, Marathon Voter Season 9

Ability-in-a-Creature?

It's a thought.

Dedicated Voter Season 8, Marathon Voter Season 9

Jeff Harris 982 wrote:


Rebel Mask

The Ugly: When we get down to brass tax here, all we get is situational invisibility. Useful, sure, inspired and full of wow factor, alas, no.

So ...

...I get what you're saying about whether or not the item feels superstar. But when you're saying the situational invisibility is not inspired and full of wow?

Okay, on a literal basis I agree, but the tone of it makes it sound like you're not just doing a dipstick check that might go something like, "Full? No. but you're down barely a half quart, don't worry about it."

If you're intent is to say that there is no "wow" there, I'm going to disagree. For me the wow factor didn't show up when I considered individuals using it.

Then I considered **groups** using it.

Then I considered using detect alignment and isolating a single lawful character ...and making the character look deranged, crazy for not seeing people who were in the room.

It's not something that lends itself to combat bonuses. It's something that lends itself to foresight, planning, role-play, and teamwork.

And by having it cost 4k, it's possible to acquire several of these long enough for a useful plan to come together.

Your review is your review, but I tend to like those items that demand role-play. While it's easy to add up the number of times you roll a d20 and thus it's easy to have a sense of the usefulness of something that provides a discrete bonus, i'd give the masks more credit.

Of course, then it's on the designer to use the backstory better. If you're going to use backstory here, why not give us an example of just how off-the-hook amazing these things can be? What was the most legendary accomplishment. JeffHarris982 is right that people are going to **perceive** the masks as useless. With so much backstory, the most famous, the most legendary example is that some people scattering from the cops got away?

You're setting people up to accept the uselessness presumption.

Dedicated Voter Season 8, Marathon Voter Season 9

@OwenKCStephens:

True enough.

I like the sonnet
and I'm okay with haiku
but blank verse tests, too

Dedicated Voter Season 8, Marathon Voter Season 9

CripDyke reviewing Terminalmancer's Chemist's Retort:

Terminalmancer wrote:
Rip this apart, please.

Oh, you know me. I'm to gentle for...

...aw, who am I kidding. Let's do this thing.

Terminalmancer wrote:


Chemist's Retort
Aura faint conjuration; CL 6th
Slot none; Price 12,700 gp; Weight 12 lbs.

Description
The bolt case of this +2 heavy repeating crossbow may, instead of five bolts, be filled with a single flask or vial. Chemist's retort will fire the flask or vial loaded in this fashion as if it were thrown, but the range increment is 50 feet and the weapon's enhancement bonus only applies to your attack roll. Once the bolt case is loaded into the crossbow, this weapon duplicates any flask or vial loaded in this manner with a value of 50 gp or less, and may fire up to five total of any such item before running out and needing to be reloaded. It may fire a similar item of a higher value, but its magic is unable to duplicate such items.

Any time the bolt case is removed from the crossbow, it is empty. Alchemist's bombs (and any concoction that must be used within a round after it is created) are too volatile and become inert once loaded.

Three times per day as a free action, the wielder of chemist's retort may elect to double all damage done by an alchemical item it fires. This choice must be made before the attack is rolled.

Construction
Requirements Craft Magical Arms and Armor, abundant ammunition; Cost 6,700 gp.

1. Name

Is the name so bad as to detract from the item?

No.

The names is NOT bad.

But I warn you: I've seen so many items named some variation of "alchemist's retort" that you've got a problem.

The good thing is that none of those items distinguished themselves in my mind that you're competing directly with another item for the name.

The bad news is that I can't promise you that there's not already something named the same thing (or close enough) currently published or soon-to-be-published in a supplement by a 3PP or even by Paizo.

Last thing, about themes.

The double meaning of "retort" here is always intended by the authors of such items (otherwise the item would be an actual bit of glass kit useful for separating dissolved volatiles from their solvents.

HOWEVER, what does retort mean?

It's a ***response***. That means other people have to go first. A sword is not a "retort" themed item unless you do something that makes it so that the wielder always goes last in every round, or so that the damage done by the "retort" themed sword is actually based on damage previously done to the wielder. Things like that.

If your item doesn't require you to be responding to something else that happens first, then "retort" is just a throw-away joke and not actually a theme.

Since you can't easily build an entire theme around "this is owned by a chemist" (especially since other people are going to own this item over time, hopefully - you're not making a one-class item, are you?) I really, really hope "retort" is a theme-word for you and not just a throwaway joke.

But since pretty much every single person who uses a variant of this name uses retort as a throwaway joke and not a chance to build an awesome theme, I'm not in a good mood.

(except there was one "retort" item that actually used the theme a little bit, wasn't there? A shield that held grenades that would then burst when the shield was struck? Okay, so it has been done at least once that someone got the "retort" theme right. Still the failures vastly outnumber the successes with retort-named items)

That isn't your fault, exactly. It's other people's failures that have put me in that mood. But you chose to duplicate a previously used name - at least previously used in RPGSS, even if there may not be a published item of that name (I don't know). So now other people's failures are dragging you down.

If you manage to use "retort" to do some theme building, but your theme building isn't consistent and good, starting in a bad mood probably means you won't get the full benefit of the middle-of-the-road credit you deserve.

If you completely fail to build around the "retort" theme, then you'll get all the docked points you deserve for choosing a throwaway joke over creating a real theme that benefits the item. And then you'll get docked some more for not being the first person to make this joke and fail to exploit the theme. Maybe that's not fair, maybe you should have learned from the last person who named something something like this, and given your extra chances to learn from others, it is fair. I don't really know. I just know that given this particular name, and how it has failed in the past, I'm going to be extra cranky if you chose not to take your own name seriously while repeating a bad joke that wasn't relevant in any way to your item (since it's neither a gas-separator nor an item that responds to others' prior actions).

......

But wait! There's a silver lining. If you're the first person to actually develop the retort theme, you will get my undying gratitude and you'll probably get more POSITIVE points than you would normally deserve for whatever good theme-building you do because you'll look so damn good compared to all those people who built something named "retort" that has nothing to do with "retorts".

Please be that designer. Please.

2. Glance top to bottom
Glance at the formatting to see if the entry pays enough attention to what Paizo wants that this item isn't throw-away worthy. Maybe glance at a couple of other things that seem like DQs to me - a CL of 21+, a cost of 200,001 gp or more (since that’s forbidden by Paizo), maybe something else I’m not thinking about right now.

Okay, the format looks good. I can see that all the information is in the right places and the bolding in the right places makes it easy to navigate around.

Quick checks - isn't 6th level the first level of "moderate" auras? Cost/price looks reasonable, though I don't know exactly what a masterwork repeating heavy crossbow costs. Is it really exactly 700 gp? Hm.

Oh, and the construction requirements are correctly done.

This is no throwaway item where the designer didn't attempt to do the work of making something for Pathfinder, or where the designer made a rod or a ring in a contest that doesn't allow those.

...but in doing my glancing around, I notice that the only spell used in construction is "abundant ammunition".

And now my hopes that you actually used "retort" in building your item are sinking. Oh, no. This is going to be yet another item that just used the entire item name as a joke, isn't it? And now we're going to have that joke that has nothing to do with what the item does on a character sheet for months if not years? How long until the joke becomes as annoyingly old to everyone else as it already is to me?

...PLEASE make me wrong. PLEASE. I'm begging you here.

3. Read for content
what does the item do? Is the item in an over-used design space?
Is the function understandable?

The item functions as a "grenade thrower" showering special liquids - magical or alchemical - on targets by shooting their flasks from a crossbow. This gives considerably more range than a hand-thrown grenade like weapon, but less than half the range of an actual bolt.

Additionally, one can load a single "grenade" but fire it 5 times, so long as the original price of the grenade was 50 gp or less. This saves a ton of money on the cost of buying special substances to fling around the battlefield. Of course, it's still more expensive to buy one grenade at 20gp than a whole passel of crossbow bolts, so it's not exactly the cheapest way out. It's just that if you're committed to the bomb-thrower concept, it saves you a lot of money, not that every character would buy this for the money savings since its generally cheaper to use bolts. (Magic +1 bolts are 40 gp each, for comparison)

Finally, 3x a day any grenade fired will do double damage - if they hit. The power is used before the attack roll. No clarifications/special instructions on critical hits when using this power.

NOTE: the grenade to be duplicated is destroyed even before the first shot is fired. Since you put it in the repeater-case, then load the case in the crossbow (rather than loading the grenade directly in the crossbow), the language of the entry is very important when it says

Quote:
Any time the bolt case is removed from the crossbow, it is empty.

Note that expensive grenades - values far in excess of 50 gp - can be used with the weapon even if the weapon cannot duplicate them.

FURTHER NOTE - if you load a 17,000 gp vial of intensified, empowered circle of death gas and then decide that you'd rather use a different bit of ammunition, the vial is gone when you go to swap out the death gas for your new grenade.

Just gone.

Bye-bye.

Likewise, if you load 5 +5 greater slaying crossbow bolts, then decide you would rather use holy water, you better throw that holy water by hand, you know what I'm saying?

Think about that when you're choosing to load the thing.
....I'm not saying this is bad, I'm just making this design choice very, very clear. It's a completely legit design choice and even forces some role-playing about the risks of loading something expensive if you're not sure you need it.

4. Read for crunch
Is the crunch understandable?
Is it complicated?
Does it use effects that will be a pain around the gaming table?
Is it overpowered comes into play here if it would be a bad item regardless of price. Otherwise it's an underpricing issue. This doesn't mean that the item has to be worth more than 200,000 gp. An item can be overpowered if its fair market value is only 3,000 -5000 gp if the only characters who would ever want to use it are first level characters (who can't afford it - so they have to be given it - so you see the problem).
NOTE: I don't have to particularly like the approach to the crunch that you chose, so long as it works.

It's pretty understandable.

"May" at the beginning clearly signals that the crossbow fires standard bolts whenever you like. The duplication language makes it clear that we're talking about duplicating grenade items only. The bolts can be fired normally, but not duplicated. And the crunch language prevents any possible confusion on that score.

Really, the designer does an excellent job being clear with crunch. I don't see anything in here at all that might cause disagreement around the table. A player might really hate it if they forgot that all their expensive greater slaying crossbow bolts are disintegrated when the bolt-case is opened. It might cause upset. But it wouldn't cause disagreement. Everyone can point to the language and say, "you knew what you were getting in to".

There are no effects that would be a pain around the table. While some people might be concerned that it duplicates andy vial, not only those that are normally usable as a grenade like weapon, I don't have any problem with that. Just because it can fire a potion of lead blades made at CL 1 doesn't mean that anyone is actually going to be under the effects of lead blades if they get hit by such a vial (or such a splash). Nope. It'll just be a grenade that does 1d4-3 on a direct hit (from the glass), no damage on a splash. Easy peasy.

Awesomely easy crunch. No real painful issues unless the players get stupid and disintegrate their own valuables. Even then, with any reasonable player you'll just have 5 minutes of unpleasant griping. The bad players that would make your life hell for that will find a reason to make your life hell anyway. The problem in that case is the player, not the crunch in this weapon.

I do note a problem - well, really a potential problem - in not dealing with reloading times. Does it take more or less time to insert a grenade in the bolt case than a bolt? You can't have spare cases, only this one magical case. And the crunch under Heavy Repeating Crossbow only talks about the time to release and insert the case ...but not to fill the case before re-insertion. Part of this is Paizo's problem but it would be nice if you would make sure your item didn't suffer because of it.

As far as overpowered or not, well, all it really does is give grenade-like weapons more range and make them a bit cheaper to use. No reason to fret over that.

Good call in making volatile items ineligible for use in the crossbow, though it seems to me that by the time you create it and load it in the bolt case and load the bolt case in the crossbow and take a single shot, has it really been less than a round? I suppose with haste, or people operating in teams, you could do this.

I think a better way to do this would be something different, however. Your duplication is based on gp value, right?

Well, you can't sell alchemist's bombs, since they disappear in a round, right?

What if it can't duplicate anything with no market value? At best, then, you'd be able to string multiple characters together to fire that crossbow once - gaining a bit of range in exchange for using multiple persons in the creation-to-fire process.

Others could happily chime in if I'm wrong, but that doesn't seem broken. I am not, of course, saying your way of doing things is wrong or mine is better, I've just heard other people call this out as a great design choice and I was curious as to whether, since you've already set up a system based on market value, there was a good reason to exclude based on "volatility" and not their inability to show up in the market (which, yes, is because of the volatility, but did you consider the advantages of basing all the rules on market value instead of creating what is, in effect, 2 different metrics?) Are there things which last more than 1 round but which nonetheless can't really be sold for being tied to a creator, etc. If so, you'd be giving these "0 gp" cost grenades the ability to be duplicated even if they're awesomely powerful 9-level-spell grenades. Worse, now the item is published...what happens when someone creates a spell specifically circumvent your restrictions by making a vial that lasts up to 5 rounds (justifying it to their GM as being delayed-blast-fireball-ish) and is normally thrown as a grenade? Is "no market value" the same as a market value of "0 gp."? That's what your crunch seems to think. I agree that the player who designs that spell just to get around your restrictions and get 4 free duplications of a 9th-level-spell bomb is being a jerk and should be shut down by the GM, but why not write the item to make that harder in the first place - especially since failure to participate in the market is a great test for those tenuous creations?

Finally, I want to generally congratulate you here on good crunch. You thought through potential problems, taking your items powers seriously and thinking of ways to make sure the item wouldn't cause problems around the table. Really good job on this. I disagree on how to handle volatile/temporary items, but the problems that might crop up are the kinds of things that would usually occur by someone deliberately trying to break the game. Although I think you can (and should) prevent that if it's too easy to figure out how to break the game with your item, you've done enough good design work that the people who are trying to break the game with your item will be pretty quickly revealed as trying to break the game, not trying to be a creative player.

Because your design exposes those efforts as dishonest, even if it doesn't prevent them it makes it fairly easy to take care of around the table. Again, I like that last little step to prevent the break entirely, but what you've done here is sufficient on that score and more than sufficient on every other aspect of the crunch that I can see.

This is very superior crunch.

5. Reading for creativity
Is this new?
Is it blindingly why-didn't-I-think-of-that simple in execution?
Does it utilize themes in such a way that different aspects of the entry all tie together well?

Is this new?
Um, no. I've seen other bows & crossbows that fire grenade like weapons.

There's a property "endless ammunition" in use for crossbows already. It doesn't function exactly like this, but it's close enough to show the design concept is no longer fresh.

Also, again though it has differences, there have been quivers designed so that they duplicate non-magical ammunition. They're quivers so this is about arrows and bolts, not grenade-like weapons, but duplicating ammunition is also shown to be other than new, other than fresh.

By using a repeating crossbow, there's a "bolt-case" which fits in the weapon, but isn't fundamentally different from bolt cases used to carry around bolts on one's person. If a quiver that duplicates ammunition would make a bolt-case that duplicates ammunition not "fresh," the fact that this is a bolt-case that loads directly into the crossbow separates it from those quivers by only a small amount.

Thus any way you slice it, there are multiple examples in the design space that are similar in function and/or effect to this weapon, save that they focus on missiles other than grenade-like missiles.

So you're filling an unfilled design niche, but this is the kind of item growth that is the natural outcome of applying existing ideas to similar but not the same weapon types. Someone has to write this item up eventually, sure. It's not bad to fill design niches that are empty, but happen to be close to other niches that have already been filled.

It's just that if you're trying to show off your creativity, this item doesn't tell me anything about how creative you can be.

Is it blindingly why-didn't-I-think-of-that simple in execution?

Y'know, it almost is. Load repeating box with one item, the box acts as if it was holding the same number of grenades that it could hold bolts. Want to change ammunition or you've run out? Pop off the box and reload as normal.

The repeating box provides a very natural limit for the number of times an item can be duplicated. I feel like I know exactly why the magic fires 5 missiles before needing to be reloaded. And yet, it's magic. Magic can do anything. It could have been 17 duplications, right? right?

Technically yes, but because you've integrated the duplicating magic with the "repeating" function of the repeating crossbow, you've created the illusion that magic **can't** do anything, that the magic has to operate in just exactly this way.

That's really good design.

Does it utilize themes in such a way that different aspects of the entry all tie together well?

See, the last bit, the bit about "repeating" grenades being tied into the "repeating" crossbow, that was good design. That was even thematic design. You had a chance to build around that. I would have loved to see something simply called, "the repeating crossbow".

hell, what about "the crossbow of experimental replication"? "experimental replication" is a thing in real life. I suppose people might even laugh at this use as a pun and a joke. Though those people would be wrong and have very, very sad lives. I say this as someone who has a friend who is a professional metallurgist and a brother-in-law who is a chemical engineer and who knows something about how bad science humor can be. But it's also an actual theme that ties into this weapon. Alchemists are spoken of as experimenters. Alchemical compounds - which are frequently used as grenade-like weapons - are supposed to be finicky to make, with people never knowing if they're going to get a useful product or a smear of stinky ooze.

I don't think that's a great name. I'd want something even better. But the only time I see good thematic design here is in the relationship between the "repeating crossbow" and the duplication of ammunition.

Chemist isn't any better referenced here than "experimental" would be referenced. Both refer to only a subset of grenade-like weapons. Obviously un/holy water wouldn't be considered "experimental" in any way by the priests involved. (Heck they might sick the inquisitors on your for suggesting it.) But it's also not the work of a "chemist".

I think the design should be even tighter than "experimental replication" if you want to get in the top32, but right now you only have 2 things that mutually support each other in a thematic way: the nature of the non-magical item you chose to build on, and the crunch (well, and basic idea, I suppose) of duplicating grenades. "Experimental replication" would at least tie in the name of the item, then you'd have 3-way mutual support, if imperfect, instead of 2-way. Obviously 2-way is the least possible amount of mutual support. Because your two-way support was done so invisibly, in a way that seems so natural most people wouldn't even notice because of course you reload after 5 shots, it's impossible that this really represents an accident. People aren't even going to think about why this is a repeating crossbow. Of course it's a repeating crossbow. You had to make it out of a repeating crossbow, right? Would the magic even work any other way?

See that's the sort of thing where even though we as designers know that you had to consciously think about ideas and put them together and that we as designers know you could have made this a repeating sling, by doing the work and doing the work you've gotten your item to a point where it looks to the average person as if were just impossible to make a sling that does this, that the only weapon anyone could ever enchant with this function would absolutely have to be a repeating crossbow, because how could even magic do anything different, right?

So this is better mutual support between these two item aspects than many people achieve with 3 item aspects, or even possibly 4 (though most designers don't even have 4 different aspects reinforcing a single theme, so it's much shakier to say how often those items have achieve a level of mutual support you've done with 2 aspects).

The question then, is why if you know how to make a thematic item, if you know how to use one aspect of an item to reinforce another in a way that makes both aspects and the whole damn item better, why in the world would you choose a name that has nothing to do with the only theme you've created, a theme on which you obviously worked at hard and successfully?

I feel crushed now. You've made the same mistake as those other designers who use "retort" while entirely ignoring the retort theme. You've reduced your item name to a joke, and one told too many times already to be funny anymore.

...and you did this despite obviously having some skill at theme building!

Oh, what could you have done if you actually cared about your item's name enough to give your item an identity instead of just throwing that away so you could use the space for this warmed-over pun.

I'm telling you I'm bitter over the waste of your obviously considerable talents.

6. Reading for audience appeal
The job is to design game products that gamers will buy. So a very legitimate question is, "Will gamers want to buy the supplement just to be able to use this item at their table?" If yes, that's a good reason to up vote.

Hm. Yeah, I think that people will want a grenade-thrower. There are a lot of people in the military (or who have been in the military) who play pathfinder, and I find that they are a little more likely than others to want fantasy-appropriate weapons that they can tie into experiences with modern day weapons. probably because they have more such experiences. If I'd had experiences being razzed for using my grenade launcher poorly in a training exercise and after serious work later got praise for using my grenade launcher well, I'd probably enjoy the experience of creating a character that can do something similar, allowing me to relive those good moments with friends.

I don't think this has as much general appeal as, say, a sword.

But here's the thing: a new magic sword has to compete in an industry constantly investing 1.21 gigawatts in new magic sword creation. Exactly how many repeating crossbows are there that can throw a grenade at all, much less duplicate one?

In truth, i've seen several efforts to create such grenade throwers, but nothing really memorable yet. So you probably are competing with home brew throwers, but I think most GMs would prefer one from a supplement by a respected publisher, so the competition among professionally published grenade-throwers is small.

So, yeah, I think this has market legs. Good job.

7. Reading for the joy of the word.
Did you write clearly?
I don't care about a typo or the misuse of a single piece of punctuation, but do you have errors or style choices that disrupt flow?
Do you have style choices that enhance the flow - are you creative with sentence structures and do you have the capacity to consider cadence when selecting from synonyms?
Does the mood of the writing reflect the mood of the item? Perhaps a droning monotonous rhythm would enhance certain items.
Have you thought through the theme of your item and made sure that every time you have an choice between two words or two phrases you select the one that furthers your theme and reinforces your imagery?
Do you add wondrous, unexpected depth under the clear surface, in which attentive readers may immerse themselves?
Most of the time this feedback will not focus on anything you've done wrong, but on moments where a designer misses an opportunity to do something amazing.

Should I say it again? People have made me hate the word retort. that's not really about the art of writing, but it's certainly affected my joy - or not- reading your item.

So here's the thing... I think you've mostly got this. Your writing is very polished. It's got flow. It's got rhythm.

I will also say, since it's my review, that your particular rhythm, your particular flow, your particular style is not to my taste. You're very Hemingway and I'm very Tolstoy.

But I'm more than writer enough to recognize that even though your writing isn't the type to make me sing, it deserves most of the same points that I would give for that. Your writing is the type to make **someone** sing, and I hold no grudge that you and I don't have identical stylistic preferences.

Your writing isn't abrupt - which is why I can say it's so good - but it is very direct and economical. It's very easy for someone with your style to sink into terse or slip down into curt. It's also easy to make your writing choppy as you focus on one idea, get it done, and it's left behind and a completely separate idea is the subject of a new sentence.

I know that I'm wordy. I know that has weaknesses and therefore I deliberately try to work against those weaknesses when I write for others and not merely for my own entertainment on a message board. But it also has some strengths. I remember the subject of the last sentence in this sentence and this sentence in the next sentence. Not always in writing like this, entirely unedited, top-of-the-head stuff for a message board, but yeah, if I have time to write and time to give at least 1 quick-but-not-drastically-quick edit I turn out prose that really considers flow and makes sure that many sentences carefully hands the reader off to the next. The rest of the sentences (if I've had time to edit) will very rarely create a stop, and most of those will be intentional stops to create an emphasis that feels important, natural, like speech.

My biggest problem is developing the relationships between my ideas so much that I end up wanting to put 72 different clauses all in the same sentence with complicated grammar, punctuation, and conjunction relationships to each other.

You ... don't have that problem.

But I don't want you to turn out something next time that does fall into terse or curt, that does create choppy seas for your reader, because I failed to do due diligence here.

So I' going to recommend that you read your writing aloud. I can't teach you to be more clear. You probably are going to write more clearly than I for your entire life. But I can tell you that your writing gives only minimal consideration to how your words sound, how they echo, how they resonate.

You can use cadences, you can use poetics, you can use art to make yourself clear. You don't have to be clear **only** by being Hemingway-esque. I'd really like to see your writing after you read it aloud a number of times and then edit it, then read it aloud some more, then don't edit, just tweak. Read it and tweak just one word or one phrase. Tweak one word or phrase every time you read it aloud.

Don't take on some huge job of rewriting your entry as a whole. Just listen carefully and make one tiny adjustment that favors your ear and not your word count. It doesn't have to make your writing longer. It can even shorten it, tighten it. But don't try for that outcome. You've obviously trained yourself to be a good writer of economical, clear prose. You don't waste anyone's time - and that's a favor to your reader. But you probably do that mostly automatically now. You've probably developed a style of thinking, a style of creating that lends itself to turning out such prose. This isn't to say you don't also use careful thought and conscious crafting choices in your writing, just that what you turn out without thinking lends itself to be polished into your economical, clear writing product.

So try doing some writing that doesn't make that a priority, make your only priority how the word sounds aloud - just as I sometimes try to write curt prose so I can turn out something that gets me within 3 or 4 range increments of economical.

Remember, this is after you've already turned out a good draft, so you're not abandoning your style for the entire piece of writing. You're just abandoning those old priorities temporarily. Just for fun. Just as an experiment.

With some people I suggest trying to sing things as well. With you I wouldn't. If you've seen me recommend that to others, know that I'm specifically not recommending it to you. I think you'd have to make too many adjustments to your writing and that it would take you too far from the style that you've developed. You know how to do your style well. If you move too far from it, when you take another look to edit the next /final draft you either won't like your own work (which is bad, not least because it discourages you from writing more/trying again) OR by using your editing skills as you've practiced them on one kind of writing product, your editorial instincts will serve you poorly in refining that new style of prose.

So, like I said, a word at a time. Several readings out loud before you do any editing/tweaking. Then, only when you feel you have several things built up that you just know are good tweaks, go do a number of tweaks or one good edit. At this point, it will start to have an actual different feel. It should be a new starting place. From here you can do one reading, one small tweak. If you feel like you've noticed more than one thing that should be tweaked, restrain yourself. Only make the most important tweak. You've got a style, if you're gonna shift away from it I wouldn't do it suddenly or speedily. If you still want to make those other tweaks you thought of all in one reading, you've got more readings to come and you can make them then. But sometimes you might here 2 sentence as each having something that would obviously make them better, but when you make one change the other sentence is in a new context and may not still have the same problem.

Okay? We good?

Fine then. I'll make one more substantive criticism.

You have no description in here. What does your crossbow look like? I don't know. Do stains build up from the grenades? Does the reloading mechanism click? What if the reloading mechanism echoed even when there was nothing off which the sound would normally echo? Would that help your theme?

I don't doubt that you could work a description into a theme in a good way, but there's no description at all here.

I worry a bit that it's because you don't have any practice writing description and that it might be difficult or uncomfortable writing descriptive text - even in an economical, direct, clear style, you can well and creatively describe an item or idea or action without metaphor or poetics. It's possible I'm wrong and that this item simply didn't inspire any strong imagery for you. That's good in a sense. It would mean that you probably already describe things well when you do describe them, since your general writing skill is high.

But it also tells me that your own mojo detector may be miscalibrated. If your own item isn't inspiring any imagery for you (and it doesn't have to be visual, remember when I suggested that your "repeating" crossbow be echoey?), why do you think it's going to inspire imagery in others?

Make sure, if this is the case and you weren't inspired by your own item with any good descriptive elements, that when you picking and choosing among which ideas to submit to next RPGSS you're only choosing an item that actually does inspire you.

8. Rule checks:
is the item over-priced or underpriced?
What about caster level? Did you use 1st when Bane or Craft Wondrous Item has a higher level requirement?
Although the entire point of magic is to do things one could otherwise not do, nonetheless Pathfinder must have rules and I can't interpret every single conflict between an item and Pathfinder rules as simply a case of the magic of the item overcoming those rules.

I think your requirements are wrong, and that your weapon is more like an "endless ammunition" weapon than like the spell "abundant ammunition". Remember that this is a missile weapon with a similar ability. Pricing is an art. There's a rule that material component costs have to be paid 50 times in the price of an item that's going to be indefinitely reusable. 50*50gp is only 2500 gp. You probably used something like that in your pricing.

But if you compare to endless ammunition weapons, those are a +2 equivalent cost. That is way higher than 2500 gp ...

...and this is true despite the fact that 50 crossbow bolts costs a heck of a lot less than 2500 gp.

Yes, the crossbow doesn't fire indefinitely without reloading.

However, unlike endless ammunition weapons, every five shots you can be firing a new type of ammunition. AND there is far greater variety in effect of different grenades that you can duplicate than there is between different bolts.

This ability to reset what type of ammunition is duplicated more than compensates for the fact that you still pay 20% of the ammunition costs (instead of 0% - but actually more than that because endless ammunition creates endless boring ammunition but the weapon still expects that occasionally you'll put in a special arrow/bolt. And when you do reach for that special ammunition, it can't be duplicated by those weapons the way your different, weird fluids and powders can be duplicated by your crossbow.

In the art of pricing, we use the best comparison available. The best comparison isn't the material component cost rule, it's endless ammunition.

That makes this item cost at least what a +4 crossbow does. (then you have to deal with the 3x day double damage and costing that). A +4 crossbow is 4^2*2000 = 32,000 gp.

If we're using endless ammunition as the closest equivalent, you should also change your construction requirements to include minor creation, exclude abundant ammunition, and up your CL to 9.

9. The extra mile
This is all about making things easier for me as your reader.

I won't add anything here. There aren't any formatting tricks or other things that are designed to help me as a reader, and though your writing style is designed to help the reader by not wasting their time on unnecessary words, I'm already giving you points for that in writing style.

===============================================

Overall verdict?

This is an item that contains no "mistakes" that are as simple as violations of a rule, misuse or nonuse of the format, designing the wrong type of item, etc.

This item is not creative in what it does, but it shows some creativity in the elegant simplicity of how it does it.

This item is likely balanced in most game groups if the price is more similar to endless ammunition.

This item has an audience who will want to acquire and use the item. The audience may not be large, but isn't especially tiny. Some uncertainty as to total audience appeal still exists.

The writing is wonderfully clear.

The crunch wonderfully clear, combining a description of what's going on that supplements the very clear crunch. House rulings on this item, if any, should be easy.

This item does not use formatting or hyperlinks to go the extra mile to make it easy for me to read and grok. However, the item does use a concise, direct, clear writing style that is very reader-friendly.

This item does not have a consistent theme that is synergistically forwarded by name, description, what it does, how it does it, and systematic creative choices. To the extent that there's a theme, it's really only the combination of two aspects. Some design choices fall weirdly outside the theme (double damage 3x day comes from where?) or sabotage it (you know what belongs here).

This item does not have writing such that simply reading its entry is a pleasure, but it probably would if I weren't such a grouch about you being the 78th person to do that "retort" thing and do it badly.

This item is in the middle of the pack items to me. It may or may not be below the precise middle, but it isn't much above, if any.

This item, despite being middle of the pack, shows that important skills, including writing and creativity, are well developed in the designer even if not well used in this item. This item feels to me like the item of a designer that will be in the top 32 sooner or later, and that's a major accomplishment given where I ranked the item itself.

Dedicated Voter Season 8, Marathon Voter Season 9

1 person marked this as a favorite.
Davic The Grey wrote:
Davic The Grey wrote:

Staff of Perfect Harmony

Aura: Moderate Abjuration; CL13th
Slot None; Price 53,000 gp; Weight8 lbs.
Description
This +3 quarterstaff is made from entwined darkwood and ivory, capped on each end with a warding palm made of electrum. The wielder of the Staff of Perfect Harmony can sunder a spell that targets her or a spell that includes her in it's area of effect as an immediate action, as the barbarian rage power spell sunder. Instead of surpressing the effect upon exceeding the CMD of the spell, the wielder instead gains a +2 circumstance bonus on the save to resist the spell, or +3 if she exceeded the CMD by 5 to 9. If the effect would be completely dispelled it still affects other targets and creatures as normal. This ability is useable three times per day. If the wielder is a monk of at least 9th level, she can expend 3 points from her ki pool to use this ability instead.
Construction
Requirements Craft Magic Arms and Armor, Improved Sunder, Dispel Magic, creator must be a monk of at least 9th level; Cost 26,500 gp

Thanks in advance, feel free to rip me apart.

Slightly shameful bump. I know I got up to the fourth cull, so people definitely had opinions on it. Any feedback would be appreciated.

Hey, Davic, be shameless.

That's what this thread is here for.

Some people are going through every item, starting with Page 1. Those people might burn out before they get to you - sad but true. Having an item on page 2 or 3 can meeting waiting agonizingly for feedback.

But other people will just drop in, see where the thread is, and review anything that was posted recently. If they haven't already seen your item, they never will.

All that is to say that it's fine to give yourself a bump in priority. Stylistically some people giving themselves a bump might choose to link to the earlier comment where their item first appears, but whether you link or whether you reproduce the item I don't think matters much. It's all good and no one is selfish for asking for feedback in the middle of the thread whose point is to ask for feedback.

Dedicated Voter Season 8, Marathon Voter Season 9

2 people marked this as a favorite.

wait, whoops. I thought there was more than one page to this thread. I guess I had been on the same page, but I was scrolling down from the top.

...I'm not helping myself here, am I?

Okay. I'll just find my way to the door.

Dedicated Voter Season 8, Marathon Voter Season 9

2 people marked this as a favorite.
Terminalmancer wrote:
Jacob W. Michaels wrote:

Well, my item's listed first, so I'm going to assume I'm No. 37. :p

I know, I know; it's alphabetical...

Next year my Open Call item (spell? archetype? villain?) is going to be aardvark-themed. I'll feel better at the end.

WaitWhatHuh?

Argh!!!! I've been ninja'd.

I swear i hadn't seen this. I hadn't even been on this page of this thread when I wrote my reply to Jacob.

Really. Yes, I know, the hyphen even. But it was totally independently conceived. Really!

Dedicated Voter Season 8, Marathon Voter Season 9

Jacob W. Michaels wrote:

Well, my item's listed first, so I'm going to assume I'm No. 37. :p

I know, I know; it's alphabetical...

Next year, I'm making an Aardvark-themed item.

Just in case.

Dedicated Voter Season 8, Marathon Voter Season 9

Nykidemus wrote:

I'm very glad that you felt that the item had enough potential to be worth writing up a whole new version yourself. That's really quite flattering.

You run rather quickly into my primary concern though. When reviewing items myself, anything over ~150 words is just a wall of text. A slog to get through.

300 being the actual limit of the contest makes getting every possible outcome on paper fairly hard, but the item is really intended as a "give the DM a way to advance the plot in a way that amuses the PCs and makes them feel they have agency" device. Leaving many of the outcomes a little vague felt beneficial to the future DM, who might be you. ^_~

I hope you understand I didn't even try to edit for length. I was just trying for an example that took the theme-building part from beginning to end, because that's where I saw some real potential to take the item up to top32 level.

Absolutely my version would be too long for RPGSS, but if someone really likes it, they can just use it without it ever getting published, y'know?

I also hope you don't think that I was telling you my version was the "right version" or that it was all the choices you should have made.

They're choices you could have made, but not "should have" and just examples of how to thematically bind your item more tightly.

----------

as a question: I got the green for jealousy, (though I thought the nauseating pale green communicates jealousy more accurately, that's very much a personal opinion) and thought it appropriate, but liked the idea of the courtesan concealing her jealousy ...most of the time.

What did you think of the idea of the aquamarine, and how it doesn't get thick thick green until the poison is in it? Did that work for you?

Dedicated Voter Season 8, Marathon Voter Season 9

1 person marked this as a favorite.

Here we go again.

CripDyke reviewing Dieben's Needlenose Arbalest:

Dieben wrote:


Needlenose Arbalest
Aura strong transmutation; CL 14th
Slot none; Price 51,050 gp; Weight 12 lbs.
Description
This sculpture of a monstrously articulated mosquito functions as a +2 impervious heavy crossbow, gaining the seeking special ability when targeting creatures with the bleed condition or who are below half their full hit points.

Once per week, the wielder may speak a command word to launch the mosquito's head at a foe within 50 feet as a ranged touch attack. The head remains connected by a length of rope stored within the crossbow. As part of the weapon, the rope benefits from the enhancement bonus and impervious special ability.

A successful hit deals normal damage and 1 point of bleed damage and the wielder can attempt a combat maneuver check to grapple the target as a free action. Each round the wielder successfully maintains the grapple, the target is pulled 10 feet closer to the wielder and dealt 1 additional point of bleed damage. This movement does not provoke.

If the wielder begins their turn adjacent to the target and successfully pins them, they may drop the crossbow as it animates into a giant mosquito (see the Pathfinder RPG Bestiary 2), but without the disease special ability. The wielder is no longer grappled as the mosquito is now pinning the target. The mosquito acts on the wielder's next initiative, feeding on the pinned target. The mosquito reverts to its crossbow form once the grapple ends, the target is killed, or it deals 8 points of constitution damage, whichever comes first. If slain while animated, the mosquito reverts to crossbow form and may not be animated for a full month.
Construction
Requirements
Craft Magic Arms and Armor, bleed, blood scent, fabricate, make whole, true seeing, vermin shape II; Cost 25,700 gp

1. Name

Is the name so bad as to detract from the item?
Does the name have any potential for defining a theme to be developed later?

Absolutely not. Although arbalest is a synonym for crossbow, and it's hard to make a theme out of a "crossbow" I would never hold including the weapon type against the namer of a magical weapon.

"Needlenose" is a word that I don't think I've ever seen written in an RPG rulebook. If I have, it's been rare and it hasn't been tagged in my brain as having associations you would have to either cleverly exploit or overcome.

So you've got nothing against you in the name. But "needle nose" seems specific and evocative enough that you could probably integrate that into a theme.

It's a bit short of the ultimate goal, though. It doesn't actually **define** the theme. While it's got uniqueness going for it, I simply have no idea where you're gonna go with that. That's not bad, it certainly means the name is fresh (which, yes, is good), but though the word "needle nose" feels evocative, I don't really know what it's evocative of.

I expect to learn that later, but the best of names would set the stage rather than take advantage, retroactively, of a stage set by writing that comes after.

2. Glance top to bottom
Glance at the formatting to see if the entry pays enough attention to what Paizo wants that this item isn't throw-away worthy. Maybe glance at a couple of other things that seem like DQs to me - a CL of 21+, a cost of 200,001 gp or more (since that’s forbidden by Paizo), maybe something else I’m not thinking about right now.

Template appears well used. A few problems, cost/price mismatch for instance, but not so that you can't find information and not so that it looks like the designer didn't pay attention to what Paizo wanted.

3. Read for content
what does the item do? Is the item in an over-used design space?
Is the function understandable?

The item is a crossbow whose bolts swerve to strike bloodied opponents who would otherwise be protected by a miss chance.

Additionally, once per week, the crossbow shoots off a portion of itself, trailing a rope. The crossbow uses grapple rules to try to drag a struck victim back to the wielder.

Finally, if the crossbow drags the victim back, the wielder gets a chance to pin the already grappled victim. If successful, the crossbow becomes a giant mosquito and sucks blood.

yeah, I think I got it. There's nothing about what this does that's unclear to me. I probably even understand it well enough to use this description to make judgement calls if the party runs into crunch corner cases.

This is not at all an overused design space. It has shades of Mortal Combat's "Get over here!" (Scorpion, right?) but it is different. Some items I've seen are crossbows that connect their bolts to the weapon, but none animate in this way, none drink blood in this way.

This is also not the perfectly logical assemblage of pieces that were always destined to come together because they just make sense. This is a collection of powers that demonstrates creativity, even if the design space isn't completely out of the box, what with other crossbows that trail ropes and chains, this is a niche that might never have been filled without this designer.

Good stuff.

4. Read for crunch
Is the crunch understandable?
Is it complicated?
Does it use effects that will be a pain around the gaming table?
Is it overpowered comes into play here if it would be a bad item regardless of price. Otherwise it's an underpricing issue. This doesn't mean that the item has to be worth more than 200,000 gp. An item can be overpowered if its fair market value is only 3,000 -5000 gp if the only characters who would ever want to use it are first level characters (who can't afford it - so they have to be given it - so you see the problem).
NOTE: I don't have to particularly like the approach to the crunch that you chose, so long as it works.

understandable?

Yep. Absolutely. This item manages to be innovative while relying for its effects mostly on rulesets that already exist (e.g. grappling), established special abilities (e.g. seeking), and other sources with their own established details. This item grants those powers under special conditions or with specific tweaks and additions that are easy to understand, quickly described, clear in crunch, and at least occasionally enhancing the theme.

more complicated than it needs to be? Too complicated even though it's all necessary?
You want to make a complicated item? This item shows exactly how to do it. Relying extensively on the established permits the creation of a complicated item without going near 300 words. Careful attention to theme means the fact that these established sources don't end up undermining the them, but instead are mostly used in ways that either don't detract from the theme or actively add to it. This item has some really good stuff in the crunch.

If you started this item from scratch, trying to explain everything, you probably couldn't do it in 600 words (even if the mosquito still had its own bestiary entry).

I often write complicated stuff.

I don't do it nearly this well.

By having a great knowledge of a wide range of pathfinder rules and thinking seriously about how this would have to change to fit the theme, but not sticking in things that simply might be cool for that theme, this designer makes the complicated-item space accessible in ways that other designers can't manage.

Will it be a pain around the gaming table?
Oh, all the grapple checks won't be fun. You'll get into problems where the wielder keeps the rope taught and walks in an ark to put a fire pit between the struggling victim and the wielder...and that may require some judgement calls. But honestly, this isn't going to be more difficult than a lasso. I may not prefer it for the complexity, but even with all it's magic powers it's not more of a pain than a weapon that any of my first level characters might use at any moment.

I dock it minor points here, but other people might not knock any off at all.

Overpowered?

Why is the grapple a free action?

It really shouldn't be a free action. This bugs me. THere's no reason for it. Your theme is "needle nose", not "giant ape that has the mass to take care of this grapple all on my own". I get it that the crossbow animated sufficiently to send out its head, but that was just to hit. You've got someone on the end of a rope who really doesn't want to be there.

Why should I be able to make a full attack while controlling the creature at the end of the rope who is trying to get away?

I just see nothing in the theme, the construction requirements, what the item is actually doing, or anything else that tells me why this should be a free action.

For such a huge advantage (this is normally a standard action every round that you can't avoid) there needs to not only be something in how the item functions that tells me this needs to be a free action, but in addition the theme of the item better absolutely require that it function in this unusual, standard-action-saving way.

I just don't see that.

Oh, wait - I had to come back to this section because I remembered: The mosquito turns back into a sculpture when it has done 8 constitution damage.

Okay, that makes sense, but...

the attack does 1d2 constitution damage. What happens if the mosquito has done 7, then on the next attack rolls a d2 and gets a 2?

Does the magical transformation back interrupt the blood drain so that there's no time to suck out that 9th point? Or does the 9th point of constitution damage happen? If it's about the belly filling up, it seems like the mosquito might very well voluntarily forego the last point of damage.

But I just don't know.

Get this detail ironed out in the crunch for me, would you? It's a relatively small thing, but I'd appreciate it.

5. Reading for creativity
Is this new?
Is it blindingly why-didn't-I-think-of-that simple in execution?
Does it utilize themes in such a way that different aspects of the entry all tie together well?

Is this new?

Yep, this seems pretty new. Crossbows-as-constructs hasn't been done before that I know. There's a lot in here that's new, even though, as I said, it relies heavily on well-established rulesets.

Is it blindingly why-didn't-I-think-of-that simple in execution?

It's way to complicated for that...

BUT... it actually does get the points an item might get for that because even though I can't say, "Of course, it should just do this, and then this, and then this, and then this," I can say that each little detail, each change or addition to the established rulesets the designer references, each special tweak is simple, makes sense, and either prevents a conflict with the theme or works to try to enhance the theme.

Many of the little steps, then, each separately give me that "why didn't I think of that" feeling, even though there's no way i can say that of the item's mechanics or functions as a whole.

Does it utilize themes in such a way that different aspects of the entry all tie together well?

Okay, here's the thing. This item could have been in my top 32, but wasn't. There's a lot that I like about it, and so many design choices were made because the theme demanded it, not because it would make the mechanics easier or the item more powerful or something else that isn't about the item itself.

Just yum.

But in addition to a couple of writing problems that I'll get to in a different section, there are two significant problems. The first is simply something that fails to connect with the them, but doesn't really clash. The second one is a HUGE theme clash.

So, first: grapple. Mosquitos aren't known for grappling. Yes, technically it's part of the giant mosquito entry, but there's no imagery there that makes me think, Oh, yeah, they would totally use grapple quite often! I also strongly suspect that most mosquitos would use their grapple to pin someone to the ground (as the arbalest does when it turns into a mosquito) rather than using it to drag someone along the ground. In the very-very best case, you could imagine a super-huge mosquito flying off with someone, but not really dragging them along the ground. The imagery just really isn't working for me.

Second, the super-huge problem.
The item's name is "needlenose". The item is given not merely a blood-seeking theme, but a *mosquito* blood-seeking theme.

And...

...the impervious.

What the hell?

When I think of a mosquito's proboscis I don't think, "Wow, if that thing gets stuck in me I'm never going to get it out!" I don't think, "Jeez, that crossbow looks like a mosquito-sculpture. Look at that tiny wire mouth thing on the front! Man, I bet that thing is just unbreakable!

So much of what you do is driven by the theme, but then this one design decision seems made entirely out of fear. It doesn't enhance the theme, it contradicts it. But if the weapon was fragile, and you only get to do this special grappling thing once a week, dammit you just might never get a chance to make the weapon do it's whole shoot-drag-pin-HulkOut-suckblood cycle. If it was fragile, there's just too much going on there for everything to work out perfectly with a super-fragile mosquito-head, right?

I really feel like I have a good idea of why you wanted to go with impervious, but it's a choice that just kills your mojo.

I could write a lot more about how you integrated this aspect or that aspect of your theme. But you obviously know how to do it. Oh, heck, let's do a couple anyway:


  • the seeking ability only functions when creatures have the bleed condition or are under 1/2 HP.
  • the weapon that's going to turn into a mosquito actually is sculpted to resemble a mosquito - including (I think, we'll get to this later) mechanical articulations that should be delicate, like a mosquito.
  • the mosquito turns back into a crossbow if it's belly is full of enough blood

Actually, now that I look at it, it's not that there are so many things that cross-reinforce, it's just that the major ones all do ...except grapple and impervious.

With so much more tight integration than most of the other items, impervious isn't so dang frustrating here because now the item's horrible.

it's still well above average.

But you pine for what might have been.

No mosquito-construct should be "impervious".

Nothing that uses imagery that deliberately evokes the delicate (like "needlenose") should be "impervious".

If you want to go shooting people and having the bow drag them back for you, how about this:

Your new theme is Bloodhound.

The name of the crossbow doesn't even use "crossbow" or "arbalest". It's just, "The Bloodhound". Or, rather, in Paizo-style, the bloodhound. Bloodhounds track something down for you. They can grab it in a mouth and bring it back. You can still have the seeking on a bleed condition or low HP. And then make that short stocky dog impervious.

There ya go.

but there's lots you could have done with the needle nose theme as well.

What's really scary about those super-fine needle-nose probosces? The scariest part is when they slip inside you, but they're so fine, so sharp, you don't even notice.

You want a needle nose that uses the mosquito theme?

Instead of dragging back your prey like a hunting dog, a certain number of times a day or week you can shoot a crossbow bolt as normal, roll to hit as normal, roll damage as normal, but you add 10.

The bolt does no damage. The damage+10 total is the DC of the perception check to even notice you've been hit.

The hit deposits a 6" long needle proboscis in the body of your target. Every time the victim leaves one square for another the victim must take one point of damage that round (subsequent movement doesn't increase damage) per move action taken that round. Every time the victim casts a spell with a somatic component or makes a melee attack, the victim takes 1 hp damage, even if they've already taken damage from that source this round (yes, making a full attack is going to hurt you more than walking or running will).

As soon as the victim takes damage, the injury is obvious (no perception check) but there is no way to tell at this point where the needle came from.

Any heal check to remove the needle uses the same DC as the perception check, with a +1 bonus for every round since the shot was originally fired. HOWEVER, any failed heal check to remove does HP damage = to the number of points shy of the DC. Do you really wanna try it? Or do you wanna wait it out, hope that the victim can remain still long enough?

Ooh, that's dramatic tension that is.

The long and short of it is, your weapon acts like a cross between a bulldog and a bloodhound, has powers more fitting of a blood hound theme, and has at least one power that totally conflicts with the mosquito them.

If you want to stick with "needle nose," you're really going to have to let go of your fears about breakage. In fact, if you really want to stick with needle-nose, just embrace it!

If you really have to have the thing turn into a giant mosquito, do that without the long grapple first, so that there aren't so many opportunities for breakage. If you really have to do the long grapple, let it be easy for people to break the mosquito head and thus escape the grapple, but limit yourself to one SUCCESSFUL grapple/drag/HulkOut/Munch per week instead of one **attempted** sequence per week.

You have the potential here for a really sweet theme, but you abandoned it.

Trust yourself. Don't go out of your way to design defects and drawbacks, but if the theme is telling you your weapon is fragile ...well, make the weapon fragile. Let the theme decide. It might not end up supporting your original idea, but the final product will be so much better.

6. Reading for audience appeal
The job is to design game products that gamers will buy. So a very legitimate question is, "Will gamers want to buy the supplement just to be able to use this item at their table?" If yes, that's a good reason to up vote.

I honestly don't know how to evaluate this. I think people would like to be able to shoot something and drag it back. I don't know if the mosquito imagery takes it out of the running for too many folks.

Really, I'm not turned off by mosquito imagery. What got me was that you didn't fully embrace it. Create whatever theme you want, just embrace it, run all the way with it, don't leash it, that's what I ask.

But I'm not everybody. And I just haven't seen enough mosquito items to know how people will feel.

I wish I could give you more help here. I think strong and unique imagery helps to a point, but at some level when you're competing against other good items, will somewhat-strong, unusual-but-not-unique imagery win out if it happens to be different imagery, imagery that's not as creepy or that's more in fashion?

Damn, I just don't know. Sorry.

7. Reading for the joy of the word.
Did you write clearly?
I don't care about a typo or the misuse of a single piece of punctuation, but do you have errors or style choices that disrupt flow?
Do you have style choices that enhance the flow - are you creative with sentence structures and do you have the capacity to consider cadence when selecting from synonyms?
Does the mood of the writing reflect the mood of the item? Perhaps a droning monotonous rhythm would enhance certain items.
Have you thought through the theme of your item and made sure that every time you have an choice between two words or two phrases you select the one that furthers your theme and reinforces your imagery?
Do you add wondrous, unexpected depth under the clear surface, in which attentive readers may immerse themselves?
Most of the time this feedback will not focus on anything you've done wrong, but on moments where a designer misses an opportunity to do something amazing.

I have to be honest: sometimes your writing is great, other times it's not merely not a joy to read, it actively bumps me out of my reading groove.

Example:

Quote:
This sculpture of a monstrously articulated mosquito functions as a +2 impervious heavy crossbow,

THere's more than one thing.

Did you really mean to say, monstrously articulated mosquito? Is the mosquito not monstrous, but its knee-joints are? In short, is this mosquito

an articulated sculpture whose articulations/joints are monstrous

or is it
a monstrous sculpture that is also - wait for it- articulated, which gives it fragility and instability, which creates an odd juxtaposition with the sculpture's monstrousness?

The first one is a "monstrously articulated mosquito" sculpture

The second one is a "monstrous, articulated mosquito" sculpture.

It's not that you couldn't mean just what you say, that the articulations are monstrous, but the mosquito isn't.

It's just weird that you would have something significant to say about the JOINTS of the mosquito, but not about the overall appearance of the mosquito. What's even weirder, is that you're naming this thing "needle nose" and you don't take any time to actually describe the proboscis, no words to make us feel the understated menace of the blood-driking spike on its face. You're making the "needle nose" your theme by including it in the name (and, remember, as the only theme-worthy word in the name). But then I don't get any description of the needle nose at all!

No gory description of the sounds as the needle-nose penetrates the flesh of victims, no casual mention of the brown stains on the mouth-weapon. I don't even know what the "sculpture" is made out of ...but I know that the joints are really, really monstrous.

See it's that that makes me think it's not actually the joints that are monstrous, that this was merely written wrong.

If you really want it to be the joints that are monstrous, that's fine, but your theme isn't "joints" so you better spend more time on the mouth and head then you do on the joints, eh? Otherwise I'm left floundering around over-analyzing everything I read trying to make sure I find the description of the proboscis when the description was never there.

In that same first bit, it says the sculpture functions as a +2 impervious heavy crossbow,

Okay, now I know for a fact that this isn't actually a crossbow, because the only time you give a description, it clearly IS a sculpture, but it merely functions as a crossbow.

So does it have a string or cable at all? Does the mosquito shoot the crossbow bolts out of its proboscis by like a blowgun?

You never even tell me if this thing is wood or coiled wire or what. Sculptures can be made out of a lot of things in a lot of different styles. Is this a neoimpressionist sculpture of a mosquito? Is this something Calder might have made?

Telling me it's a sculpture that functions as a crossbow, not telling me what it's made of, and describing its joints more than its needle-nose are all things that are making this first sentence pretty hard for me. I'm starting to get in the meat of your entry, but just as I start in on the text that has a chance to develop flow and rhythm and reading joy (you obviously can't do that will Aura, CL, and Slot), I'm wondering about what you haven't written instead of enjoying what you have. And I'm still confused about that one thing with the joints...it's making it so I don't really trust you to get your own vision down correctly on the page. I want to trust you, but that monstrous joints thing is pulling at me. It might not be a mistake. You might be writing exactly what you mean. But I'm just not quite sure. So now everything you write is going to be questioned instead of absorbed and accepted.

Having this passage that so troubles me near the end would have been better, because maybe I would have at least read some of your entry smoothly, with joy. But a 300 word item is not enough for me to get my groove back after the rocky beginning. I read to the end without ever feeling like I can simply enjoy your words without proactively questioning to make sure I'm getting it, that there aren't more (any?) weird misunderstandings.

You're doing many of the right things - changing up sentence structure not in chaotic ways that disrupt flow, but simply in ways that prevent monotony and use the sentence structure to subtly direct attention and interpretive focus. You really have the skills that would let you create an entry that is a joy to read.

This one, however, isn't it. This is another clear case of a designer that has all the skills needed to make the top 32, but didn't manage to turn out a top 32 worthy item this time.

8. Rule checks:
is the item over-priced or underpriced?
What about caster level? Did you use 1st when Bane or Craft Wondrous Item has a higher level requirement?
Although the entire point of magic is to do things one could otherwise not do, nonetheless Pathfinder must have rules and I can't interpret every single conflict between an item and Pathfinder rules as simply a case of the magic of the item overcoming those rules.

Nothing to say here, you know your stuff. You're good with crunch. Your crunch descriptions were clear. They were economical and quick without being too short or too choppy. And, important for this section, they were just right.

You get the rules right. That's a big deal.

Still, I'm going to remind you here that the free action was really inappropriate. If you're grappling something on the other end of a line, you better be paying a lot of attention to it or you're going to end up being jerked around a lot more than whatever creature is at the other end.

9. The extra mile
This is all about making things easier for me as your reader.

See that thing you did with the hyperlink to the giant mosquito but NOT linking to every single spell in the construction requirements?

That was awesome. Thank you.

As for the rest of the text block, I keep feeling like it could use some friendlier formatting, but I'm not seeing anything right away. So I suspect that I'm just feeling left over "reader unfriendliness" from my reactions to some of your writing choices, not actually your formatting choices.

Mostly good. Possibly excellent. There's something nagging at me, but I honestly can't say what it is and I'm not sure it would belong in this section, I'm not sure I haven't already dealt with it. So we're letting it slide. But I'll let it bounce around my brain and if I think of something that I believe has the capacity to be helpful, I'll post it later.

================================

Overall verdict?

This is an item that contains no "mistakes" that are as simple as violations of a rule, misuse or nonuse of the format. No mistakes that are DQable, such as designing the wrong type of item, etc.

This item is creative in what it does and how it does it.

This item is likely balanced in most high-level game groups.

This item has an audience who will want to acquire and use the item. That audience will probably be big fans. I can't say, however, that that audience will be large.

The writing is clear in most respects, but odd enough in some respects that I found myself reading clunky, as if it were less clear than most of the text deserved to be judged. .

The crunch is clear in almost all aspects. Although something struck me as unclear about the mosquito transformation, other people might think the answer was either obvious or too unimportant to bother worrying about. Given the complexity of the item, despite this one thing that seemed unclear to me, the crunch was much more clear than I would expect from most designers attempting an item like this.

This item goes the extra mile for my ease-of-reading in at least one place.

This item does have a consistent theme that is synergistically forwarded by name, description, and what it does. Unfortunately, despite more synergies than the vast majority of items, there was a very, very large clash that undid much of your theme building for me. I wonder if a bloodhound theme would be a good switch or if you should alter the powers to embrace the weapon's thematic fragility and hypodermic sharpness.

I feel torn on judging the art of the writing. obviously it can't be great if the first sentence was so confusing and jarring to me. On the other hand, the first sentence was so confusing and jarring that I'm afraid of subjectively downgrading writing later in the entry that would have felt quite evocative or artistic or just damn good had I not been previously distracted. I'll just say that this design's creativity shows enough promise, and the basic clarity of communication shows enough promise, that I think you probably have the skill to create the writing that is simultaneously clear, creative, and fluid that would make an item a joy to read. This item wasn't there, but I believe that you can do it. I'd actually be interested in seeing other things you write to see if I can make more constructive comments from those examples.

This item was not in my top 32, but might very well have been if you embraced the fragility implied by "needlenose". I say this despite reservations about the art of your writing. This is fundamentally good design. If you had trusted your needlenose theme, I really don't doubt it would have turned out to be great design.

good luck next year.

Dedicated Voter Season 8, Marathon Voter Season 9

CripDyke reviewing Lord CoSax, Belt of the Depths:

LordCoSaX wrote:


Belt of the Depths
Aura Moderate Transmutation; CL 7th
Slot Belt; Price 12,000 gp; Weight 1 lbs.
Description
This masterfully crafted belt emits a strong salty scent and is made of woven algae interlaced with golden merfolk hair. In guise of a buckle rests a large starfish-shaped piece of red coral.

While underwater, the wearer may break off one of the starfish's five limbs as a free action to activate the belt's powers for a period of two hours. At any time, the wearer may break off a second limb to end the effects prematurely. When the belt's powers are activated, the wearer is immediately granted the ability to breathe water as per the Water Breathing spell. One round later, he instantly starts sinking at a speed of 50 ft per round until he lands on a solid surface, such as a sunken ship wreck or the sea floor itself. Once on a solid surface, he is able to move about freely as if he were on land and carrying a light load. He, however, loses the ability to swim. If the wearer has to move over obstacles, he must use climb checks or acrobatics checks, although he ignores his armor check penalty. If he falls any distance, he lands harmlessly without injury. Finally, he may use any weapon without restrictions, ignoring the normal underwater combat penalties.

Like a true starfish, the Belt of the Depths has the ability to regenerate lost limbs, and does so at a rate of one limb per week. However, this regeneration is only possible as long as the starfish has at least one limb left. If all limbs are broken off , the belt loses all powers.
Construction
Requirements Craft Wondrous Items, Water Breathing, Freedom of Movement; Cost 6,000 gp

1. Name

Is the name so bad as to detract from the item?

No. But really, this is very nearly that bad. "Noun of the Noun" is formulaic.

Where in this belt are you setting up your theme?

Belts are a dime a dozen. It's not even a "girdle" or a "sash" or a whatever else. Just a belt. Can't hang a theme on that.

"Depths". Okay, that will get you something...but it's not a rare word. We use it for the deep underground, we use it for the bottom of the sea, one can even be "deep in a book".

This is a vague word on which to hang a theme. If you're doing theme building right, then the only reason you've chosen a vague word instead of a word more specific and evocative is because that's exactly the word you need because you plan to employ **all** the meanings of the word and even though the word has lots of synonyms, those synonyms share only one or a few meanings when you intend to use so many meanings of your vague theme-word that there simply is no other word it's possible to use that will cover all your thematic bases.

I'm expecting a water themed item, but I'll be disappointed in step 3 if you haven't started bringing in "depths of the earth" and "depths of knowledge/wisdom" and/or other meanings of the word. And if you don't hit the watery bits at all, then I'll really be disappointed in your choice of a theme word.

2. Glance top to bottom
Glance at the formatting to see if the entry pays enough attention to what Paizo wants that this item isn't throw-away worthy. Maybe glance at a couple of other things that seem like DQs to me - a CL of 21+, a cost of 200,001 gp or more (since that’s forbidden by Paizo), maybe something else I’m not thinking about right now.

Don't see anything that makes this throw-away worthy. A glance told me you're capitalizing aura information when you shouldn't, but you obviously can learn to use a template, so you'll learn that. It's nothing to cost you points.

3. Read for content
what does the item do? Is the item in an over-used design space?
Is the function understandable?

It grants water breathing + freedom of movement, while virtually guaranteeing the death of the character if used as intended.

Outside of crunch, there's not much to note the belt "doing". The Crossbow for instance, I wrote that it caused vines to grow over you ...and that provided the bonuses.

Here, it's just kinda the bonuses. Sure, you break off a starfish limb to de/activate it. Sure the starfish limbs slowly regrow.

But is that really "doing something" that other characters would notice? You are the one breaking the starfish, the belt doesn't do that. The growth occurs very slowly.

For an intents and purposes the belt doesn't "do" anything that isn't crunch.

That's too bad, because if the belt doesn't do anything, then there's no reason the belt couldn't be a Rod of the Depths or Ring of the Depths or Lacy Underwear of the Very Frilly Depths.

Okay, we've got crunch, but guess what:

The item itself may as well not even exist. If you used a wand to get this crunch, you'd still be wearing something to hold up your pants, right?

Remember that bit with the name about how "belt" wasn't strong enough to hold up a theme on its own?

We've sunk lower: "belt" is now entirely, utterly irrelevant. Before it wasn't evocative or them-invoking. But there might have been something that mandated it at least be around your waist.

Alas, not.

Why is this a magic item and not a spell? You obviously don't want the item.

4. Read for crunch
Is the crunch understandable?
Is it complicated?
Does it use effects that will be a pain around the gaming table?
Is it overpowered comes into play here if it would be a bad item regardless of price. Otherwise it's an underpricing issue. This doesn't mean that the item has to be worth more than 200,000 gp. An item can be overpowered if its fair market value is only 3,000 -5000 gp if the only characters who would ever want to use it are first level characters (who can't afford it - so they have to be given it - so you see the problem).
NOTE: I don't have to particularly like the approach to the crunch that you chose, so long as it works.

Your writing, including in the crunch areas is clear. It's not too complicated. The effects are not a pain to adjudicate around the table. It's not overpowered regardless of context (or any context in which it would still be useful, like something that only affects 1st level enemies but slays them with no save, so it's way too powerful to give to a first level character, but the 20th level character would never bother paying its price)

There are a few places where your crunch is weak, but you're doing much better than average here.

Using water breathing to keep your character alive under water may seem boring, but it's exactly what you should do. No point in spending a lot of extra words creating an effect that does the same thing as water breathing but hasn't been play tested to find corner cases or exploits, blah, blah, blah. This was the wise choice, a good choice. It's not exciting, but it's judicious design that has good, practical reasons behind it.

But the next bit is really, really problematic.

Quote:
instantly starts sinking at a speed of 50 ft per round until he lands on a solid surface

So, just a question here, if I'm invading your country and manage to affix an adamantine chain on to the bottom of your navy's flagship, can I then attach it to me and drag your flagship to the sea bottom at 50' per round? But somehow the magic downforce ends once I touch the deck of a sunken ship?

This spell says that I can drag that flagship down. This spell says that's exactly what would happen to your flagship if I chained myself to it. I'm really thinking that's a bad power for this spell to have.

Here's what I think you want:

Quote:
under the effects of the belt, its wearer loses buoyancy. Water resistance slows any fall to 50' per round, but if the character wishes to remain off the bottom buoyancy will not suffice.

If the character doesn't outweigh the flagship by several dozen tons, that flagship isn't going anywhere.

Also, the loss of buoyancy doesn't end when you touch a solid surface. It continues. That's going to be useful in a moment.

Quote:
as if he were on land and carrying a light load

Okay, now I'm curious. Does that mean that the water imposes a light load? Does that mean the water lightens heavy loads to light? (like, my equipment is buoyant even if I'm not?)

Right now I would have to rule that no matter your encumbrance you move as if you're carrying a light load. Even so, I'd probably disallow carrying more equipment than your max press. The rules here are weird, because yes, you can't pick it up, so of course one would assume you can't carry it. But if your friendly neighborhood storm giant picks up a 3 ton boulder and places it on your back, you can carry it, because no it's part of your load and you never had to get it off the ground.

Things like tha are weird. I don't like them. The text shouldn't allow them.

Suggestion for new crunch?

Quote:
he is able to move about freely as if he were on land. Heavy, medium or no encumbrance from armor worn or weight carried, has the same effect as light encumbrance.

There's a really big shift here. Because before you could move as if carrying a light load - period. If you're doing the staggering thing from carrying more than your max load, under your rule you (arguably, it's not entirely certain) still move as if lightly loaded.

With this it's also clear that spells and supernatural stuff that would cause you to suffer the effects of encumbrance aren't cancelled by this item.

Now, you're using freedom of movement, so maybe you want to cancel those things. But you didn't give a lot of clues that that was your intent in the text. In fact, you don't allow someone to jump over an obstacle, for instance, which sounds a lot like this isn't total freedom of movement. So there are reasons to make a crunch decision on the game effect either way.

I don't like that if you can't cover all corner cases in the crunch, make sure you're providing a rationale (like you lose buoyancy, but water still has frictional resistance, and your items haven't lost buoyancy). If it's explained to me that way, even if you don't provide a list of which spells are or aren't canceled, I'd figure it out.

Right now I have neither a comprehensive crunch that covers all the bases or any understanding of what's actually happening to me, non-crunch wise, that would give a GM a basis on which to make sound decisions.

Some items are going to be playing in areas where the crunch can't possibly consider all corner cases. In that case, it's much more word-efficient to give people a good idea of the practical effects that are only described vaguely by the crunch. If you're not sure how you would describe some weird magical effect in practical terms, cuz there's no good every-day experience that we can use as a basis of comparison, then spend the time on good, comprehensive crunch, even if it's long.

Right now, you don't really have either. Needs more/better.

It's not that what you've got is unclear. It's that you haven't considered everything.

On that note,

Quote:
He, however, loses the ability to swim. If the wearer has to move over obstacles, he must use climb checks or acrobatics checks,

Really loses the ability to swim, or lost buoyancy, so if the character used levitation swimming motions with arms and legs would still propel the character through the water?

See what I mean here? You're just giving the mechanical effect in pure, undescribed, completely not grounded in an experience I can relate to crunch. Why do I lose the ability to swim?

Have I forgotten how? Am I deluded in to thinking I'm on dry land? Does water no longer respond to my touch? What?

And then this thing about obstacles. I must use climb checks or acrobatics checks? Levitation no longer works. Fly no longer works? Spider limb grants a climb speed - do I still need to make a check?

And why the hell can't I jump?

Stop telling people what their options are - because somebody is going to think of an option you didn't, like jumping. Remember when I said you haven't covered all the cases? yeah, this approach is just opening a can of worms. You probably just forgot the jump skill. But since I don't know what it is that's complicating my movement (like why will I never sink again after the first time I touch a solid surface? Why, if I sink down to the sea floor initially, when I walk around and find a rift that goes deeper, can't I jump off the edge of the cliff and sink again?)

What's going on here is you're simultaneously providing too much and too little.

By specifying which skills I have to use, and saying that I **must** use one of those skills, it clearly prohibits me from jumping or casting a spell or anything else. But I don't think you meant that at all. You canceled the swim skill, and then you wanted to give examples of how normal movement would still occur. But if you give a list of things I can do - even if you don't use the word "must", which you did - that strongly implies that I literally can't do anything else. When you use the word "must" you merely confirm this interpretation.

In fact, it's a bit bizarre that you bother canceling the swim skill. If you must use climb or acrobatics, then obviously you can't swim because swim isn't on that list.

We talk about fluff as if it's something completely apart from crunch. And in practice we can pretty consistently identify the things most people consider fluff from the things most people would call crunch. But that doesn't mean that mechanics don't appear in fluff form.

"Losing buoyancy" don't have any specific rule implementation or numerical modifiers to apply, but it tells you quite a bit about exactly what the character can and can't do. You don't have bouyoancy in the air at the surface which makes it rather impossible to swim as we understand it. You don't even have to say the swim skill is canceled. It's still there, everyone knows it. But it's not going to do you any good unless and until you find a way to keep yourself at consistent depth without resting bodily on something.

Telling someone how, and what's happening isn't a waste of space. It's not that the only reason to do that is if you wanna go purple on that bad prose. The imagery adds cool, sure, but if you're doing it right, the imagery already tells you lots of things about how a power/ability works mechanically. Given that, many corner cases and may table fights are eliminated.

if you were really methodical, and you were thinking about absolutely every possibility - and not forgetting about dealing with things like the Jump skill - then, sure, you could probably do the crunch without the description.

But that's not working for you right now. Why not put some thought into what the character would experience, what the character would feel? The right description of what's happening would make a lot of your lists unnecessary, ...and then you wouldn't even be taking the chance of leaving something important off the list.

Quote:
Finally, he may use any weapon without restrictions,

I can throw darts? Fire a bow?

Quote:
If he falls any distance, he lands harmlessly without injury

Wait, you can still fall? Oh, but you used the word "sink" earlier with the 50' /round figure. So you don't sink at 50' per round any more, but you do fall. I can jump off that cliff after all!

And you know what's really cool - I fall just as fast as I do in air, so I can shoot through thousands of feet in a few seconds. But then, at the bottom, I land harmlessly and without injury! Yay!

See what's going on if you use only rule making language and no language that tells us what's happening?

It's also weird that you're coming back to falling now, a whole paragraph after you covered sinking. Why aren't those next to each other?

You know what I think? It's because it's all rule making. There's so little description of what's going on, there's not even a good way to determine that sinking and falling are related. But if you think about what's going on - and again, I'm coming back to my suggestion of buoyancy, but I don't care if buoyancy is what you choose, just choose something - then all the crunch that describes that particular type of experience goes together. Falling, sinking, swim skill all have to be next to each other in my conception, because the reason those mechanical details are there is the same - the loss of buoyancy.

BIG FINISH ON THE CRUNCH

Remember how shocked you were earlier when I said that the item, properly used, guaranteed the death of the wearer?

So we've had our fun with the belt. 2 hours is either up or soon going to be. We can't swim. We can't get over obstacles with magic.

At this point, we either snap a starfish leg to end the effect "prematurely" - and instantly die from pressure, or drown if we're not deep enough to be immediately crushed.

OR
we wait, morose, for the effects to wear off, at which point we're either crushed instantly or we drown.

Sure, sure, maybe someone somewhere nearby has a wand of water breathing, right? But if we're just using the belt, we're dead. And if the wand user gets distracted at the wrong moment...we're also dead.

You very carefully make it super-difficult to get off the sea floor...so what happens when you're on the sea floor and the effect ends? Hell, in atmosphere the fly spell "fails slowly" so you're slowly returned to the ground as long as you're within a reasonable distance. Not the magic of this belt.

ugh. Now I want to start calling this "Belt of the Deaths". Just 2 though. It's either pressure or drowning. Maybe this item is for terminally ill people who are really, really afraid of disease, injury, and clerics?

I kid.

But making the item a death trap when used as you've written it got it a lot of down votes from me.

5. Reading for creativity
Is this new?
Is it blindingly why-didn't-I-think-of-that simple in execution?
Does it utilize themes in such a way that different aspects of the entry all tie together well?

Is it new?
No. It's not new. Putting water breathing together with freedom of movement is as old as first edition D&D. It's obvious you would want those powers together, and many people have done something in the past to put those spells together either by creating single items or just making sure that they have wands of each or maybe even use of contingency spells, I don't know. But the idea to put freedom of movement together with water breathing isn't original.

Is it blindingly why-didn't-I-think-of-that simple in execution?
No.

We've already been through the crunch and seen that the way you go about writing the rules for the item actually creates serious questions as to what's going on and why.

BUT... I really liked the starfish. And I thought that it was great that you used a creature that naturally regenerates to play with the concept of charges. I think that actually has been done before, but rarely. It's hard to incorporate a living being into an item, but starfish are sufficiently sessile and look so much the same dried out and wet/alive that having a starfish on the belt that still manages to regenerate isn't weird in an "oh god, what if this starfish crawls up me" way AND SIMULTANEOUSLY isn't weird in an "oh, weird, why is this completely dead thing still growing arms as if it's alive?" way either. I don't really know how you came up with that idea, but it was one of those things where the sessile animal + regeneration made possible playing with living charges in a way that definitely made me say, "Of course, why didn't I think of that!"

This is a really good thing. Find the things that look obvious to everyone else in hindsight, but that no one is actually doing yet, and you're a genius. You've done it once. Now just do it a bunch more times.

[I say that not to sarcastically express lack of faith in you, but actually to joke with you about what a hard task that is. But it is promising that you've done it once already.]

Does it utilize themes in such a way that different aspects of the entry all tie together well?

Um, no.

Putting a theme together, top to bottom, isn't easy. Here the powers were dictated by practicality, not by the theme. They weren't put together to tell a particular (and hopefully unique) story. They weren't put together because the theme demanded it. They were just put together because crunch demands certain things for humanoids to adventure in water.

I don't discourage you from making an item for a purpose. But all you have here is the practicality. If you really want to make a practical item (and remember, that will help you with audience appeal), set up the powers you absolutely have to have...and nothing else. Don't add something else because it's cool or because even though it's not strictly necessary, it would be useful. Then you're packing on functions and price without getting anything even half as cool as just paying a page to run through the town looking for a hireling sorcerer to cast those spells on you. At least the sorcerer can be drunk or funny or obnoxious or all 3 and give you character a fun interaction. The GM can roll a secretly diplomacy check for you after you pay to decide if the sorcerer liked you and slips you a hotel room key for later...which grosses you out because the key smells of 13 months worth of stale booze and gets your companions to laugh a bit, but also gives you an opportunity to, if you're motivated and you time it right, show up just before the sorcerer falls asleep so they don't feel blown off like all the other folk do, and now you have a sorcerer willing to cast spells at 20%off ... or the sorcerer "accidentally" blows nose on your for giving too small a tip - and your companions laugh at you.

If all you need are the spells, why not a hireling? Seriously.

Why would a character want to use up wealth to keep your item around permanently, even though not every adventure is the perfect adventure for this particular set of powers. That's the question you have to answer.

SO if you are going to do this "making a practical item" thing, put together only the powers you need, you absolutely have to have (you did a good job limiting yourself to these with the Belt, by the way)... and then set it aside. Do some creating of other items. Silly items, serious items, doesn't matter.

Eventually what's going to happen is that you'll have a thematic idea that either calls for that set of practical powers OR at least tolerates that set.

It will probably tolerate rather than demand that set of powers, but that's okay. Start tweaking the theme so it gets closer and closer to demanding the set of powers that you put together for practical purposes. Other powers will occur to you that would work with this theme. Write them ALL down. This isn't like the practical approach of sticking to what you have to have. Write them ALL down. When you have a really, really good theme going, start looking at all the powers you've listed. Are there any that don't just fit the theme, but make the theme better? Unless that's going to kill the item price wise, put it in. Try to make the number of powers you add because they make the theme work to be 0% to 150% of the number of powers you added for pure practicality. If you have to, remember to tweak your theme to explain why the items cost needs to be kept low - or needs to be higher - so you can accommodate the powers your theme demands and justify excluding those you leave out. The "number of powers" can be counted different ways, because some powers are minor enough or tightly entwined with each other enough that several different bits of crunch can be one "power". But you need some sort of guidepost for when you're going crazy.

How about this? If your construction requirements are going to require more than 4 spells, you need to stop adding and even think seriously about cutting back. If you're at 4 spells, stop adding, and think reasonably about cutting back. 3 spells and under, you're probably fine. Note that this is not an actual hard-and-fast rule. Maybe that Staff of the Magi needs 47 spells in its creation and still works. But that's the rare exception. There's way to much SAK stuff going on when the spell requirements expand. For RPGSS, keep it to a lower number and do those crazy rule-breaking things when you have more experience and more freedom.

Remember, even if you know you want to reduce the number of powers and/or price, ***do not do this unless you can absolutely justify it by the them*** - either the theme as you already have it, or the them as tweaked with this new idea you just had to make this thing work.

You know you picked powers first, but to people who didn't see you write the item, if the theme demands those powers, it will look as if the cool theme came first, and darn it you were just forced to put together those powers that happen to have great practical utility.

.....

There's lots more to be said about theme, but you really didn't have one. So it's probably better for me to move on and for you to read other items where I discuss this. I'd be inventing too much from scratch to be critiquing your work if I tried to discuss the belt's thematic possibilities and missed opportunities.

6. Reading for audience appeal
The job is to design game products that gamers will buy. So a very legitimate question is, "Will gamers want to buy the supplement just to be able to use this item at their table?" If yes, that's a good reason to up vote.

I think this item, ironically, actually has good audience appeal. there are reasons that everyone wants to put together freedom of movement and water breathing at some point. Add in the relatively low price point and the very cool starfish mechanic, and people who aren't having an adventure based under the waves would definitely find it useful to keep around for short sojourns...

...as long as you fix the auto-death thing first. It has no audience appeal until that's done.

7. Reading for the joy of the word.
Did you write clearly?
I don't care about a typo or the misuse of a single piece of punctuation, but do you have errors or style choices that disrupt flow?
Do you have style choices that enhance the flow - are you creative with sentence structures and do you have the capacity to consider cadence when selecting from synonyms?
Does the mood of the writing reflect the mood of the item? Perhaps a droning monotonous rhythm would enhance certain items.
Have you thought through the theme of your item and made sure that every time you have an choice between two words or two phrases you select the one that furthers your theme and reinforces your imagery?
Do you add wondrous, unexpected depth under the clear surface, in which attentive readers may immerse themselves?
Most of the time this feedback will not focus on anything you've done wrong, but on moments where a designer misses an opportunity to do something amazing.

So, I want to be supportive, so I'm going to recommend something radical:

don't do this.

Don't try to write something that's a pleasure simply to read. There's so little fluff and description in your item, it really feels to me that you either don't like doing that writing or feel bewildered about how to do it or both.

In that case, shooting for such a high bar as writing that is a joy to read will just make your designing a nightmare.

Instead don't shoot for anything but writing that stays consistently on theme, describes the experience the character is having that you're trying to represent with the crunch, describes the item itself, describes what a person would perceive or experience when watching the item operate, and describes the crunch.

Treat them as jobs and get them done. You can do that. Although not many people do pull together a consistent them for an RPGSS entry.

Face it: were not pros and we have lots of things to do besides designing items so even though you'd think we'd spend hours on it, the vast majority of us really don't. That's fine. We can enter for any reason we like and be satisfied with any result appeals to us.

So don't bash your head against the wall trying to come up with more description.

Let yourself write any description - short or small - that you feel inspired to write, and then spend your time not making it beautiful, but making sure that all your choices fit the theme. Check every word against the theme. Pull up an internet thesaurus and check out the synonyms for "a" and "the" if you have to.

But limit yourself to that one, three-part job:
1) making everything in the entry relate to at least one totally separate thing in your entry
2) without ever undermining your theme
3) while promoting your theme every place you see an opportunity.

You probably won't be the top item without beautiful imagery, but a tight theme and the kind of insightful creativity you showed with the starfish can get you into the top 36.

And with item design, there ain't no difference between #1 and #32, and not a whole lot between #1 and #36.

At that point, worry about your map.

I suck at maps, so ask someone else about that.

8. Rule checks:
is the item over-priced or underpriced?
What about caster level? Did you use 1st when Bane or Craft Wondrous Item has a higher level requirement?
Although the entire point of magic is to do things one could otherwise not do, nonetheless Pathfinder must have rules and I can't interpret every single conflict between an item and Pathfinder rules as simply a case of the magic of the item overcoming those rules.

I didn't see anything particularly wrong with your item. Aura matches caster level; cost matches price; caster level is sufficient to cast the highest level spell required.

You have to have themes that tie your thing together, that make it a whole item. But if there are rule violations in your entry, I'm not seeing them and that tells me that this is good enough that if you get everything else right, this doesn't need to improve to hit the top 32.

9. The extra mile
This is all about making things easier for me as your reader.

If you duplicate a spell effect, not merely use it in construction, hyperlink it for me.

Also note that even without special formatting, a shorter item is friendlier to the reader. You get points for not padding the words out to 299.
===============================

This is an item that contains only a very few "mistakes" that are as simple as violations of a rule, misuse or nonuse of the format, etc. There were no serious or disqualifying mistakes like designing the wrong type of item, etc.

This item is missing the crunch for how you end the effect without dying. I won't mention this again, but things like item "balance" are going to have to assume you've somehow fixed this. It would make no sense to talk, for example, about the game balance of an item that routinely kills its users.

This item is not creative in what it does and how it does it. I honestly do not understand what is going on, only that certain mechanical rules apply. Also, the fundamental design space is very well trod.

This item is likely balanced in most game groups.

This item has an audience who will want to acquire and use the item.

The writing is sometimes clear, going up to often or almost always in the crunchy bits. You know how to write directly and without clutter. Some writing is needlessly unclear, however. "In the guise of a buckle" is an example. Guise implies deceit - if the starfish is pretending to be the belt buckle, what does that mean?

The crunch is often clear, but sometimes a reader doubts that the clear RAW isn't a bad mistake and that maybe RAI should apply. Except, though the writing is short, not confusing in anyway, and otherwise "clear," there simply isn't anything that reveals intent, and thus even when the RAW seems like a bad choice, it's all we have. In this case, clarity works against you since having only one very clear interpretation disallows easy reinterpretations that would create a better outcome than RAW.

This item does not go the extra mile to make it easy for me to read and grok.

This item does not have a consistent theme. Different aspects of the entry like name, description, what the item does, and how the item does it, do not consistently support and reinforce each other's efforts to create a theme. This appears mostly to be a matter of not doing it at all rather than doing it badly. If this was something which you simply didn't know was a good idea, i look forward to your first real efforts at trying to create a theme that works this way.

This item is not close to having writing such that simply reading its entry is a pleasure. I have recommended focus on clear theme as it seems at this point only having read one item by this designer, that it's just not where the designer's interests and/or skills lie. Recommend not focussing on this area. Hemmingway, after all.

Ultimately I found this item fell short of middle of the pack. A serious part of this is the possibly lethal consequences of using this item as written. While that's a mistake unlikely to be repeated, it's not really a very forgivable one for the purpose of judging this item here and now. Even with fixing that mistake, however, the designer needs to pay attention to theme and finding ways to explain what is actually happening from the character's point of view and make sure that the character's view, the item name, item description, and crunch all support that theme. These two major problems were responsible for most of the points lost. Fix those, and you'll boost yourself quite a bit. The starfish-regeneration-charges portion of this item tells me that if you learn to use a theme, you have the potential to create something special.

Dedicated Voter Season 8, Marathon Voter Season 9

So, my other reviews have taken about 2 hours, but then I went a bit longer on the Crossbow because it was one of 10 or so items in my top 32 that didn't make it through to either the top 32 or the alternates.

Then there's Nykidemus' item, the Courtesan's Locket. Although ultimately I felt if was middle-of the road, this wan't something that had received the best attention it could get and would never be better than middle of the road, this was an item with a really good spark in it, but a lot of things to examine if you really want to connect everything together.

Final count was just over 4 hours.

So...

I'm only going to do reviews for people who very specifically ask, and maybe not even all of you, depending on how many are interested. Lord CoSax is up next.

If you want me to do a review, I have things to do this weekend and the new year of law school starts on tuesday, so there's maybe 2-3 more reviews in me after Lord CoSax before anything else I have to say gets spread out over large amounts of time as I try to find time to do such things despite reading 30 - 100 cases a week.

Dedicated Voter Season 8, Marathon Voter Season 9

1 person marked this as a favorite.

By popular request...okay, by Nykidemus' request... the Courtesan's Locket is next up.

CripDyke's review of Nykidemus' submission: Courtesan's Locket:

Nykidemus wrote:


The formatting got hosed because ...[reasons]...

Courtesan's Locket
Aura moderate enchantment and divination; CL 9th
Slot neck; Price 10,000 gp; Weight .2 lbs.

Description
Originally designed by a famously jilted countess, the courtesan's locket has since been replicated by a variety of individuals and groups ranging from hostile diplomats to bored noble pranksters.

This gold filigree pendant has a teardrop shaped emerald at the center. The emerald twists open to reveal a reservoir of poison sufficient for 1 use per day. The poison loses potency after 24 hours outside the pendant.

When the poison is ingested, the target must make a DC 18 Will save or have their surface thoughts broadcast to the wearer of the amulet for 24 hours, up to a distance of 10 miles.

At any time while reading the poisoned target's thoughts, the wearer may speak one of the following command words to overwhelm the target with the associated emotion:

Lust - The target is compelled to rush to the person or object they most recently thought about and passionately kiss or caress that subject for 1d4 rounds.

Hatred – The target is compelled to verbally assault the person or object they most recently thought about for 1d4 rounds.

Guilt – The target is compelled to immediately confess to 1d4 wrongdoings. If they are aware of the presence of any people they have wronged, they must confess to those acts.

Using any of these options allows the target a DC 18 Will save to negate the effects. After the compulsive acts have been completed, or if the target saves, the mind reading effect ends.

Construction
Requirements
Craft Wondrous Item, Heighten Spell; Detect Thoughts, Unnatural Lust, Compel Hostility, Confess; Cost 5,000 gp

Before I start, I normally don't take into account text that wasn't submitted with your entry - because then I'm critiquing something that's not your actual entry and/or not critiquing your entry when I should. That's not productive for you.

In this case, I'll skip critique of formatting since you said your formatting got hosed. Note that if there were any mistakes in the original, since I'm skipping this I can't help you with any mistakes in that area.

=======

1. Name
Is the name so bad as to detract from the item?

Absolutely not. The name is simple, doesn't feel like you're trying too hard to give it a "D&D name" (as Noun of Verbing or Noun of the Modified Noun can both do), employs language that we flawed and biased contemporary speakers of english more readily associate with a monarchic, less technological past that suits many Pathfinder settings...

...yep, far from a bad name. No points for the name itself, this is just whether the name detracts. However, note the name will come up more than once in the analysis below. We haven't read far enough to really judge the name yet on things like how it evokes (or doesn't) your theme (if it exists).

For now, all we can say is you've given yourself a good opportunity for theme-building since you're using words that aren't in the title of must-have spells or the names of iconic monsters or the over-used descriptions of fantasy authors.

That means that people aren't immediately distracted by "courtesan" or "locket" with writing <i>other people did</i>. You aren't compelled to duplicate the effects of a spell or suffer from the disappointment of people who thought your title implied you would.

Nope, you've given your item the chance to have not only a good theme, but also to be judged entirely on your creativity, not others' expectations of an item or their feelings about someone else's spell, item, or trope.

We'll see how well you've done later.

2. Glance top to bottom
Glance at the formatting to see if the entry pays enough attention to what Paizo wants that this item isn't throw-away worthy. Maybe glance at a couple of other things that seem like DQs to me - a CL of 21+, a cost of 200,001 gp or more (since that’s forbidden by Paizo), maybe something else I’m not thinking about right now.

Hmph. This isn't at all throw-away worthy, but when it comes time to judge "that extra mile" at the end, I'll have to do the reverse: dock you points for the lack of bolding on "description" "construction" "requirements" and "cost".

***Edited to add*** oh, yeah. I was just writing about how you said your formatting was hosed. Okay. Forget this, but the formatting is on you next year, I can't help.

3. Read for content
what does the item do? Is the item in an over-used design space?
Is the function understandable?

It provides a "poison" that allows you to read a subjects mind for 24 hours or until you use one of the rider effects. The rider effects are all emotion spell effects, so you're reading a mind and playing with that mind's emotions.

The maximum number of minds you could ever be reading at once with this item is 3. Hmmm. I'll have to think about that. I'd prefer if it was a max of one at a time.

4. Read for crunch
Is the crunch understandable?
Is it complicated?
Does it use effects that will be a pain around the gaming table?
Is it overpowered comes into play here if it would be a bad item regardless of price. Otherwise it's an underpricing issue. This doesn't mean that the item has to be worth more than 200,000 gp. An item can be overpowered if its fair market value is only 3,000 -5000 gp if the only characters who would ever want to use it are first level characters (who can't afford it - so they have to be given it - so you see the problem).
NOTE: I don't have to particularly like the approach to the crunch that you chose, so long as it works.

Okay, most of the crunch is understandable. However, the crunch also falls down on the job.

How can both be true?

Well, let's contemplate lust for a moment, shall we?

Mmmmm, lust.

Okay, moving on: Your lust effect? It's pretty much exactly what is described by the spell unnatural lust in your construction requirements. Why don't you say that this is lust, as the spell unnatural lust? You're making me really, really wonder here. What FAQ or other weird detail of interpretation of the spell unnatural lust are you wanting to NOT apply?

Lust should be "as the spell" and hyperlinked to the spell.

Hatred (compel hostility): If the person last thought about is dead, is it sufficient to hike 10 miles to the gravesite and rant at the grave, or am I compelled to spend money to have a priest cast Speak With Dead?

If the person last thought about is overseas, must I immediately commandeer the fastest ship in the harbor, or is it okay if I wait 6 months for the hated person to come home and just berate them then?

As written, this just isn't thought through. Perhaps, "if the person is known to be unavailable (including by having died) a failed save results in immediate ranting to no one in particular about the object of hatred for 1d4 rounds. If the person might be nearby, a failed save results up to one full minute of searching. If the person is found within the minute, 1d4 rounds of ranting occurs beginning at that time, though the rounds of searching + the rounds of ranting cannot exceed 10 total. If the person is present with the courtesan's victim, a failed save forces 1d4 rounds of immediate ranting directed at the person. If the person attempts to flee, the victim must follow to maintain the rant for as long as the rant lasts."

Dang that's a heck of a lot of words, but you're making up your own spell effect, so getting it right requires contemplating all the possibilities. You can tighten it up by getting rid of some things. Maybe it just is 1d4 rounds of ranting whether the object of hatred is alive or dead, present or absent. You can choose how you wish to deal with these possibilities, but as currently written you haven't really dealt with them.

Heck, this can apply to an "object". How, precisely, does one "verbally assault" an object?

I really, really don't get that. I can rant about an object, but I can't actually verbally assault the object. Complete description fail. I honestly wouldn't know how to rule on this aspect of the crunch.

Compel hostility is a viable choice for construction requirements, but with this multi-function item by not choosing a spell that already does what you want, you put a burden on yourself to think about this hatred effect as thoroughly as if you were creating a spell just to cause this one hatred effect. In fact, it would probably be a good idea to do a whole write up of that spell, because doing that separately would help you figure out what you do and don't need to accomplish to get good crunch.

Now, you can't reference your new spell in the construction requirements, but you'll know what you need to do to spell out the effects of your item, won't you? I mean, seriously, if you were creating a spell to do that Hatred effect, you wouldn't consider your description of the hatred effect to be sufficient to make up the whole body of the spell's text, would you? Of course not. So this is not an adequate description of hatred in your item - unless and until you can hyperlink an effect hatred is supposed to duplicate.

Guilt
So your guilt bit is built around the inquisitor spell confess but doesn't operate in the same way. Would you build a spell from scratch to create your guilt effect and use your description here as the full text of the spell's body?

no, of course not. So you have development work to do here, as well.

First, I just want to note that all the spells you use as construction requirements are short range.

Although this is a wondrous item and not a wand or potion, using nothing but close range spells to create an item that reads every thought at a range of 10 freaking miles????

No. Just no. The range should probably be shortened anyway (though I will discuss ways to justify an increased range below) because the emotions of the item are all intimate emotions and 10 miles away simply doesn't fit with that. But even if there weren't reasons of theme and mood to shorten the range, you'd better find a thought-reading spell with a range of at least 1 mile if you want your magic item to have a range in miles. The fact that Detect Thoughts doesn't have a range of 1 mile or more is bad enough. The fact that it can't reach 100 feet for even a 20th level caster (and the CL on this is just less than half that, with a total range of 45') is just horrifyingly bad when you're trying to create a 10 mile range item.

As one example, what's with the bit about confessing sins committed against those present? Your text is:
"If they are aware of the presence of any people they have wronged, they must confess to those acts."

But surely if you've known anyone for a long time you've probably "wronged" that person any number of times. I have told my partner on the phone that the house was clean when it wasn't, then cleaned it up before she got home. That was a lie. i wronged her. But in the moment I was confident the house would be clean by the time it mattered, and I made sure I did that, and I didn't want to have a conversation about how I should prioritize my time.

What is one really expected to "confess" here? Moreover, although you start out by saying 1d4 sins, you never say how long that takes. I'm going to guess you intended it to be 1 sin per round for 1d4 rounds, but that's not what you say. If I committed a really big or hard-to-explain sin, do i sit there giving backstory for 2 hours so that people understand that this behavior that might not be sinful actually is, given the very special context?

Moreover, the sins against people present? Those aren't limited to 1d4 - or at least, they don't seem to be. You are changing the rules when you say, "If person of type X is present, then the effects aren't as previously stated: they are like this new thing." Why wouldn't that change not only the choice of sins to confess, but also the number?

I mean, I can think of reasons why it shouldn't, but the format of writing is too short to make me sure of anything. All you say is: First, the effect is this, but if X happens, the effect is different.

There's no limitation on how much different it is when in the presence of someone you've wronged. So inevitably what's going to happen is someone at some gaming table is going to point this out to the GM and make a stink over how this forces the victim to spend 72 hours confessing every sin against their mother they can even hazily remember. Then the GM (and the voter always fears they will be this GM when these types of problems crop up with an item) will have to rule and take personal responsibility for dashing the unreasonable expectations of this rules lawyer.

Again, the spirit of the item gives me good reason to rule on the crunch, but the situation is just no fun for that GM (and that GM might be me!) and can be prevented only by you, the designer.

So think through your item and prevent it.

It's really not that you're not clear about what you're saying, it's that there's too much you don't say. So many possibilities are left uncontemplated.

Take the time. Contemplate them. We're about to get into some things you've done really right, so don't get discouraged. Those things make me think that when you take the time to think things through you already have the skills you need to fix these problems and make a superstar item.

As a last bit, why does this item allow you to be monitoring the thoughts of 3 different people at the same time?

Remember: the potion is created 1x/day (not 24 hours after it's last been poured out.

The potion loses its effect 24 hours after being removed from the container.

So if it renews at dawn, I get up an hour before dawn (just to make sure) and rummage through my stuff to find an appropriate bottle, then pour out the potion.

15 or 16 hours later I slip the potion from the bottle into someone's drink.

1 minute later, I remove today's potion from the bottle and put that in someone else's drink.

10 hours later, at breakfast, I slip potion into the drink of a third person. The first 2 victims have more than 12 hours of thought-projecting left, each. The new victim will be going for 24 hours from breakfast, but for the first 12+ of that time I can hear 3 different victims all at once.

I always assume that an item works as the creator intended it to work, because look at the possibilities:
1) you wanted the item to do different things than I would want this item to do
2) most people would really prefer the item work the way I think is best, therefore I believe you really wanted it to work the way I think is best, but you simply don't have the skills to write what the item actually does in a way that equals what you want it to do.

The first is not an insult and can't reasonably even be interpreted as one.

The second really isn't *exactly* an insult - no one is required to play pathfinder and memorize its rules in order to get through life - but to a hell of a lot of people it sure sounds like one. Maybe I haven't said "you can't even learn" or "you'll never be good". And if you actually didn't want the item to do that, then it's even a factually correct description of the situation at hand.

But it feels yucky.

So I'm assuming that you carefully thought about this and you decided that listing to 3 people at a time was a good maximum, then engineered things that way.

This isn't something necessarily wrong with your crunch. But by being able to delay giving the dose for 24 hours AND THEN giving things a duration of 24 hours, a character who is worried about a particular event (royal conference, guild vote, whatever) can get up to 3 people at a time giving them multiple perspectives on the even and multiple possibilities to cause havoc at the event.

What happens, for instance, if two people experience Hatred for each other, under your effects, at the same time? Although the spell alone doesn't cause a physical fight, if you are feeling that emotion such that you just **have to** rant at the person...how would a good role-player reasonably respond to being ranted at back, when obviously you're the one who has the legitimate anger here, doesn't that horrible person realize?

you've costed this as a once/day item. But by "holding the charge" this is really more like a "3 times in 3 days, divided almost as much as you like" item. Anyone can tell you that 7 uses in a week is not the same as 1 use per day. Likewise the 3 times in 3 days, even though it's slightly more complicated than that.

The item isn't simply overpowered - it's not that there no character level and no campaign setting in which this item could find an appropriate and balanced home.

Thus we'll deal with that as an under-cost issue later. But the fix might actually be to change the crunch, not to change the price.

ooops - total postscript here. You've made this item a poison. This means that anyone immune to poisons is immune to this. This means all those special bonuses to poison saves that are lying around in the form of racial bonuses or items' bonuses all apply.

Is this really a poison? I don't think, as it currently stands, that you want this to be a poison at all.

That might change later, but really, think right now about why you chose "poison" instead of "potion" or "elixir" or even "brew". Did you mean to evoke all the crunch in every Pathfinder source that deals with poison?

If not, you shouldn't have chosen poison. I assume you did it for a reason, and that you intended it, but I won't actually come back to that until later when I discuss developing your theme.

5. Reading for creativity
Is this new?
Is it blindingly why-didn't-I-think-of-that simple in execution?
Does it utilize themes in such a way that different aspects of the entry all tie together well?

it's new enough. It doesn't strike me as blindingly creative. It's not off-the-wall, "how did someone get this idea" creative. But it's new.

The execution is not blindingly simple. It's simple enough that "how to use" issues shouldn't come up.

It doesn't evoke "why didn't I think of that?"

It's a bit of a swiss army knife, but the powers are related and you don't easily swap them out because you have to get someone to drink the stuff before you can use those powers. Swiss army knives are not items that wow me with creativity, and though this isn't an SAK, for the purposes of checking how much evidence of creativity we have in this item's creation, I can say that the way it works shows about the same level of creativity of a good SAK.

Ah, but utilizing themes????

here's where you start to climb the ladder...though hang on, there'll be some rough critique to help you make the most of this area where it seems your best talents lie.

What is the theme? Well, "courtesan" evokes intimacy, first and foremost, with high society and having many, many acquaintances and flirtatious, gossipy communication all evoked strongly, but less than intimacy itself. This item seems oddly to fail to do anything to take advantage of those things that are obviously attributes of the courtesan.

However, as we start going down our associations, right after public flirtations probably comes illicit affairs.

How do people respond to illicit affairs? Well, if you're a participant, first is the lust. After that, for a participant or someone betrayed, both anger and guilt would be common, perhaps the most common emotional responses.

You're really not getting the courtesan's main attributes here, but you do have a good, tight theme that revolves around illicit affairs. It was nice vision and nice creativity to get the theme this far.

The name isn't particularly on point, since the theme seems most closely related to illicit affairs and not to the courtesan's very public, very social, very flirtatious lifestyle (which may or may not include illicit affairs - maybe the courtesan likes honest, casual hook-ups with the unmarried? Or maybe the courtesan is married and both are swingers?). But even if the name isn't particularly on point, it's not far off point either, at least on the "courtesan" bit.

The description includes a perfect bit of language, "jilted". Even if there could be anger or guilt over an illicit affair without anyone trying to be a jerk, without anyone actively being spiteful, the undertones of revenge work very well for this item. Clearly you were thinking about illicit affairs and revenge. This theme isn't accidental, even if you don't focus on it as much as I'd like.

Then there's the selection of powers, and as noted these are where we first found the theme we're exploring. The selection of powers - often done without a theme with the them being built later to justify the particular choices - was clearly done with a theme in mind. Together they evoke this theme strongly and well.

The language you chose when writing your crunch will, with the best writers, still be evocative while not wandering from the path of explaining the rules of the item. However, all but the best writers struggle with this big time. Either they use purple prose throughout, which makes the crunch needlessly complex and confusing (I tend towards this error), or it simply doesn't occur to the designer that even when writing crunch you don't have to be boring and you shouldn't be forgetting about mood and rhythm in your writing.

I wouldn't put you with the best writers yet, but look at your guilt entry, that includes this language: "people they have wronged".

I've used "sinned" above. Coming from a Jewish background, i think of sin in the Jewish sense - missing the mark. It can be something serious or something minor. One can sin against God, but -unlike in Christianity- you can also sin against other people.

So any time you "miss the mark" by giving someone less than your best and/or less than that person deserved in a situation, you've sinned. I picked the word because I was just trying to be general - I didn't want to get too specific about what i assumed might be confessed by someone under this influence.

(in fact, that was the problem I was trying to explain, the language of the crunch doesn't have any good limits on which sins are too trivial to confess).

But this phrase, especially the verb form "to wrong" and how it manifests as "I have wronged" and "You have been wronged" while vague in the sense of severity actually evokes quite a specific mood.

The mood of this word is betrayal after sexual transgression. To really "wrong" someone doesn't absolutely require that the person knows they have been sexually betrayed, but the way the word is used strongly implies were talking about after the revelation has come out. Using it here in the guilt section implies the completion of this cycle. We're not expecting forgiveness, that's not what comes in the moment of confessing sexual betrayal. Although we **know** that the person deserves to know about our failure, we also know that our confession will cause that person pain.

And we confess anyway, because we want the relationship with that person to continue. Maybe we even want it to get better than it was before the sexual betrayal. But we aren't confessing because it will make the target of our betrayal happy, we're not confessing because it will make our betrayed one's life so much better. We kind of hope it will, in the long run, since if the relationship continues it's better it be honest. But the damage is immediate and guaranteed. At best, any benefit for that other person is a long way off.

And so the confession itself is frequently a selfish act.

>>In fact, that's how so many of us manage not to confess: we convince ourselves that it would be selfish and mean to confess...forgetting that it's also selfish to avoid our just punishments and it's also selfish to continue the illicit affair, which presumably wouldn't happen after confession, and it's also dishonest. For the record, selfish and honest is the right choice if the alternative is selfish and dishonest. Be honest in your relationships, everybody.<<

In fact, when discussing someone we have wronged, confessing to that person is how we complete the process of wronging that someone.

Oh, how deliciously cruel, spiteful, vengeful is this item! And what a perfect turn of phrase you've chosen to incorporate all these nuanced implications, "people they have wronged."

This is where you went really, really right.

Okay, so how do we take this item from "seems fresh, if not exactly truly 'new' or 'unique'" to something that really is new and unique?

How do we take the crunch from "yes, it's simple" in the sense of "i know the target has to ingest, then make a save, then blah, blah" to something fundamentally different: "This is simple AND intuitive AND yet I never thought of an item working like that - this is brilliantly, creatively simple!"

The answer to both of those is to refine the theme and take it more seriously.

Hang on tight, this might truly change how you think about your own item:

I like the name Courtesan's Locket. But it only evokes the theme with its tertiary associations as best. We now have to decide if we want to hold tight to the theme as we have it, and ditch the name Courtesan's Locket ... or if we want to take true advantage of the imagery in "courtesan," keep the name, and thereby obligate ourselves to change the theme.

I vote for changing the theme.

Why? Because your theme right now is "illicit affairs and their emotional consequences". This is all negative. Yes there are evil characters, but even more evil characters won't think of themselves as "bad". The theme as it is tightly groups the emotions you've chosen, but it really doesn't tell us enough about the rest of the item. Why is it a locket?

In fact, is it a locket? You've entirely failed to use any "locket-ness" anywhere in this item. It would be far better a "courtesan's vial" or "courtesan's ampule". Lockets don't hold liquid ad their thin sides don't really seem to afford any place to hold a liquid. And if it did allow some liquid in, it must be through a gem in the middle of the front of the locket, right? So the liquid would be contained in the front door of the locket? Where does that liquid go that doesn't prevent the locket from having the space to hold pictures and keepsakes when you actually open it on its hinge as one is supposed to do with a locket? This is really failing the locket-test.

Is a locket as jewelry somehow more connected to illicit affairs than other jewelry? No? Lockets might be more evocative of "emotion" than many other pieces of jewelry, but the emotions most easily evoked by the locket are love, separation, and loss. Since those aren't your emotion-powers, and since they don't easily conjure up "vengeful" which were speculating as a thematically appropriate motivation for using those powers ...
(even though the actual wielder needn't use them for those motivations, having that in the theme helps tell us why the original inventor created this item as it is)
...the "emotion" connection of lockets isn't presently of very much use to us either.

Does "illicit affair" tells us anything about what the range of the item's powers should be? Does "Illicit affair" answer our earlier question, "Should the liquid be a poison?" It makes it reasonable, but it doesn't provide and absolute answer. Also, I note that for a lot of low-level construction requirements, DC 18 is a pretty darn difficult save. Does "illicit affair" tell us why you're using such a difficult save when a lesser save would be appropriate?

What is our theme getting us, other than what we already have?

The answer is "not much".

That's why I want to broaden the theme, to really make use of "courtesan" in a way that helps us answer some of our unanswered questions and allows even the crunch to support our theme.

I take all this time because this is an item that I saw as not good enough to deserve the round of 32 but full of so much potential it's ridiculous.

I'm overtalking this. This feels a bit like an invasion, a taking of your baby. so i do it with reluctance, but it will be easier if I just rewrite the item and then talk a bit about why I did what I did. Ready?

Courtesan's Locket of Poisonous Whispers
Aura moderate enchantment and divination; CL 7th
Slot neck; Price 17,600 gp; Weight .2 lbs.

Description
Originally designed by a famously jilted countess later suspected of being the agent of a foreign power, the courtesan's locket of poisonous whispers has since been replicated by a variety of individuals and groups ranging from spies to diplomats to philandering-yet-jealous nobles.

This gold filigree pendant has a teardrop shaped aquamarine in its front's center. Most times the gem shines clear, light, and beautiful, but in other moments radiates nauseating, pale green. When first acquired, the locket bears no image. After enclosing an image or a bit of a humanoid, perhaps a lock of hair, the enclosed item disappears and that person becomes the object of the locket's powers.

The intimacy of the locket's connection permits the wearer to detect thoughts of the object at any range less than 10 miles if the object is on the same plane and one of the following: in the same building, in a location where the object has shared an intimate kiss with the bearer, in a location where the object was dosed with poison (see below), or in any case within 45 feet. Detecting thoughts this way requires full concentration, closed eyes, and reasonable quiet. If opened a miniature sculpture of light hovers between or above the locket's doors. If the object is in the locket's range, the image is so faithful that a DC 20 perception check allows any viewer to gain information about the object as the spell deathwatch. The object finds it hard to oppose the bearer, imposing a -5 circumstance penalty on the object during opposed skill checks between the two.

If the wearer whispers to the object's glowing figure words of faithfulness, lust, anger or guilt, the aquamarine immediately darkens to the hue of emerald venom and fills with distillate of that emotion. Held over a container and commanded, the gem releases a single dose of magical contact poison. The dose instantly loses potency if the locket's gem is filled with new poison, it otherwise lasts 1 week. The thick oil is nearly odorless, though hints of sweetness as long as it is potent, leaving traces of bile in the air when its magic is expended.

Used as lip lustre, the poison remains on the bearer's lips until the object's mouth is kissed as a full round action. Mind overcome by the kiss, the object must make a Fortitude save (DC 14). If the kiss is continued beyond a full round without the slightest interruption, the object must save again at the end of any second or third rounds. The results are the same no matter which save failed.

Used as massage oil, it loses potency if the first creature touched is not the object. After one full minute of massage, body relaxed, the object must make a will save (DC 14). The massage can be continued for up to 2 more minutes, forcing 1 save per minute if uninterrupted.

At any time before 24 hours has elapsed from dosing, while actively detecting thoughts, the locket can once cause the object to react according to its poisonous emotion. For lust, and anger, the bearer must choose a target of the emotion. Guilt may or may not have a target. When choosing a target of the emotion, the bearer must specify someone within line of effect and 45'.


  • Faithfulness: from the moment triggered, the object is unable to feel or even feign romantic love or desire towards anyone save the bearer. Those expecting love or desire from the object perceive the object's lack of these. This lasts the full remainder of the 24 hours.
  • Lust: The bearer chooses a target of lust. The object acts as if affected by unnatural lust toward the target, though for 1d4 rounds.
  • Anger: The bearer chooses a target. The object rants in language as foul and spiteful as the object has ever used in life about the target. The object tries get or remain face to face with the target. This lasts for 1d4 rounds.
  • Guilt: The bearer confesses one sin per round for 1d4 rounds. The sins confessed are always sins actually committed, and sins of betrayal, faithlessness, sexual immorality, or undeserved violence. If a target is chosen, the sins confessed are sins which would pain the target to hear aloud. Previously revealed sins are not confessed. Sins that do not risk others' revising their view of the objects' character are not serious enough to deserve confession, though the object may choose the order of sins confessed hoping the duration will expire.

If the compulsive actions would, on their own, be likely to cause the death, divorce, exile or imprisonment of the object or the object's spouse, a final desperate save may be attempted. The DC is 24, with a bonus of +2 if the object's original failed save came in the second round/minute or +4 if it came in the third. The object uses Fortitude or Will, whichever save was not previously failed.

For all saves the poison is considered mind affecting [emotion] magic.

When the locket is worn and has no object, the bearer gains a +3 profane bonus on diplomacy checks made while overtly flirting with the target. This bonus never applies to more than one person at a time. To purge the object, one must whisper to the open locket a vow never to see the object again immediately before sleeping 8 hours with the locket under a pillow. This vow need not be kept.

Construction
Requirements
Craft Wondrous Item, deathwatch, detect thoughts, minor image, suggestion, unnatural lust; Cost 8,800 gp

========
So, can you believe we're still on element 5, tying things together with creativity?

I won't explain all my choices, and I haven't counted words (though I'm sure it's too long), so there's a lot for you to think about and edit or play with.

But let me talk just a little bit about some of the things I chose.

Although courtesans aren't always engaged in vicious, backstabbing affairs, and although I still haven't managed to make the locket do anything at large parties that are often the heart of the courtesan's life, I've tried to incorporate a bit more courtesan flavor.

In the meantime, by alluding to the gossipy nature of the courtesan, I've given a good reason for us to use poison. Moreover, I've reduced the save DC but used a poison-like mechanic to force multiple saves over time. The save DC is the save DC of suggestion, which I've used as a good catch-all spell for inspiring behavior. Yet, dosing someone with the poison isn't easy. In order to get that chance to force multiple saves, you're probably going to have to do some good roleplaying.

The locket is now incorporated into the powers and the theme. Jealous spying, or even just the watchful eye of someone attuned to the dangers of high society, is an expected behavior of the courtesan class, and now it's facilitated by the locket using a non-magical locket's primary function: bearing an image of someone you wish to remember.

While the first paragraph could be cut entirely, look at the changes I made. The countess is suspected of being treacherous, but this isn't proven. Ah, and are these merely the poisonous whispers of the court which inspired her magic, or the horrible truths of someone who always had more goals than merely another sexual conquest? Which is more appropriate to the myth of the courtesan? Either! Both! ...note also that the diplomats no longer must be hostile, it's not evil for a diplomat to want to keep tabs on and even influence participants in a foreign government. It's expected - that's the job. The diplomat need not even be particularly sneaky or underhanded, provided one isn't using the Anger power. "Confess" can be used for noble purposes, no? Spies were added because they were clearly implied by your original. Lastly, the "bored nobles" aren't primary users anymore. No, the nobles who use this item are characterized by their sexual jealousy - a form of selfishness - not mere ennui. Those using this in service of a crown aren't necessarily evil, but let's be honest about the person who uses the powers of this locket for recreation.

In the second paragraph, the visual description joins the emotional theme. "Nauseating, pale green" - why would that be a color that flashed occasionally, but mostly hidden? For that matter, why is this no longer an emerald? Why is the color that most people see most of the time "clear, light, and beautiful"?

In who uses this and what it looks like we have two different elements both reinforcing the idea that this locket is an item with an attractive surface hiding ugly secrets. Possessive jealousy receives allusion in both paragraphs.

It's no longer possible to affect more than one person at a time with the locket. Detecting thoughts also requires blotting out the world for a time - and isn't that consistent with obsession (more than, say, love)? The range can be quite long in a large palace or if across the city from an object who is at home...where you have previously dosed the object. But the range is tied into the intimacy and emotional connections between bearer, object, and surroundings. In this emotion item, emotionally resonant places extend the range. Now your spy can do the 10-mile distant work you want to be able to do, but there's a thematic reason for allowing thoughts to be detected from so far away.

The deathwatch effect shows the complicated nature of the original creator: one can care for someone even as one is jealous or furious or envious or feeling betrayed. One can be in the habit of flitting from tryst to tryst like the woman of John Dunne's "Constant Lover" (and is she the "constant lover" or is the speaker? - that's the question that really makes that poem fun) and yet still fall in love...or at least develop a lasting obsession. The deathwatch hologram doesn't actually allow the watcher to spy on the object better. No. What it does is allow the bearer to moon over the object in private, and in moments of worry to reassure the bearer of health or to provide notice of the object's need. To moon over, to reassure oneself about, even to rescue the very object that the bearer is supposed to be callously using. Is this a violation of the theme, or granting the theme incredible depth and realism?

Dang, I so love this item.

Let's move on.

The poison once again evokes intimacy. In fact, it requires it. Despite being a contact poison by nature, to take control of the objects emotions you must engage in a full round - or more! - of passionate kissing, or massage the bare skin of your object for minutes. I left "bare skin" out of the massage description to save words and because as contact poison it already has to actually contact the skin, not the equipment.

How, exactly, are you going to get your object to smooch you ***before*** you gain emotional control? This item absolutely requires good role-play. Fortunately it also gives plenty of inspiration for good role play. The item does, also, make it a little easier: the opposed skill check bonus. This represents the fact that the object has not lost competence, and yet has this weak spot when it comes to opposing the bearer. Who among us hasn't failed to stand up to a mistake that a loved one was making? Though the crunch remains a mere numerical penalty, how the penalty is imposed in very particular circumstances implies all sorts of things that can inspire good role-play.

Now the poison. How often is court gossip described as "poisonous" or a courtesan's tongue as "venomous"? Oh, how that is so standard. But this item doesn't join a host of items exploring tired territory. No, this item takes hold of a stereotype that players will eagerly and easily believe and bends it to the creation of an item never seen before. The stereotype here is not old, it's not overdone, and certainly compared with these mechanics it's totally different.

Who hasn't spoken to themselves at night? Of course we all have. And though some of us just don't have it in us to think the worst of people, still sometimes people make the bad in themselves obvious enough that in our pain we complain about them in the dark. The locket, a piece of jewelry designed to keep your secrets, is now the place where you can whisper your complaints so that no one else will hear.

And yet, we don't pass out after our dark rants feeling closure - no. Talking in the dark lis an outlet, but it doesn't give us what we really want: the power to make things work out the way they SHOULD have worked out. To punish the person who hurts us, perhaps, but maybe also we just want the person back by our side -and loyal, this time?

With this locket, everything changes: our whispers in the dark, the words others call poisonous gossip, they aren't powerless anymore.

It isn't easy of course.

But we can use sex to overwhelm someone's will, bypassing it entirely, but the object may still be saved by unconscious strength and loyalty found in muscle and bone. We can tease the resistance out of the body, relaxing it until it is entirely subject to how we would manipulate it, and yet the object may still be saved by the mind if it stays clear, if its will is strong.

The dual nature of the saving throw presents great imagery, but also it presents interesting role-playing options. The temptation is to attack the weakest points of the object, though knowing that if we can manage it, it is better to overcome the strongest resistance first (if we wish to impose truly serious consequences later that might grant that second save).

The powers chosen by you were all kept, though I tried to think through the crunch a little more and make it less dependent on GM fiats later. But in addition to yours, I added Faithfulness.

Note how faithfulness is used in both literal and ironic ways. Is it faithfulness if the object no longer expresses love for a cherished spouse? Ah, but who cares what happens to the spouse who can see in the object's eyes the love lost? Me! The object clings to me! This is the locket's creator's twisted version of faithfulness, a faithfulness that is more about submitting to possessive jealousy than choosing to be honest and true and loyal - to anyone, really. Maybe others would dispense with the word faithfulness to name this power. Maybe it feels like we're being dishonest in the item description, when it is the characters who should be deceived, not the players.

Me? I still love how using "faithfulness" that replaces the love between spouses with estrangement and pain causes us to ask, "faithful to whom"? If the object can only find romance with the bearer, if the bearer doses the object day after day, will any rendezvous, any tryst truly be any evidence at all of "faithfulness" to the bearer? And yet, wouldn't a jealous courtesan be tempted to use this faithfulness poison, day after day, as often as possible?

The luck bonus isn't exactly an afterthought. I wanted to better incorporate the flirtatiously social. Noe that this is a profane bonus. Can you think of why this bonus would be considered profane even though neither the locket not the user are necessarily evil? yeah, I thought you could.

I also wanted that bonus to fail as soon as the locket acquires an object. That represents the failure of even the most experienced courtesan to flirt with the same skill when obsession takes hold. Nonetheless, if you have to cut something and you've already cut the first paragraph of fluff, axing this power may be the easiest way to reduce your word count a bit without sacrificing the core of the item. Yes, it does help flesh out the item by enabling the "hunting" that happens after the courtesan finally lets one object go. Yes it does call to an aspect of "courtesan" that is otherwise undeveloped in the item.

And if you want to use this item around your table or develop on your own a supplement of "magic items that tell stories" or some such that uses longer magic items that really focus on role-play potential ...well, then keep it all in.

But if you're going to submit to a publisher or to RPGSS, sometimes even a good idea has to go if it just makes the thing to darn long.

speaking of!

I'm really kind of exhausted here, so the next 2 elements get cursory attention.

6. Reading for audience appeal
The job is to design game products that gamers will buy. So a very legitimate question is, "Will gamers want to buy the supplement just to be able to use this item at their table?" If yes, that's a good reason to up vote.

I honestly think that you were hurt here. While women are a huge part of Pathfinder, it is still a majority men fan base. "Courtesan" is a femininely gendered word. I think it's a great word. I think it's got oodles of story waiting to come out of it.

But you are going to sacrifice part of your audience if you use femininely gendered imagery.

I am NOT saying don't use that imagery.

I AM saying that you should know your audience. Love the heck out of the items you create that are going to be seen by the fan base as feminine. There's a ton of psychological research about ethnical topics such as "priming" and "implicit bias" that tell us flatly: a huge number of men and boys that don't hold explicit biases, even ones that advocate for gender justice as best as they know how, will have an unconscious hesitation in various activities. Though obviously this particular contest hasn't been studied, the small time frame for voting, the frequent use of the criterion, "Would I use this item myself?" and other details of RPGSS put this contest squarely in the types of activities that are likely to be most affected by priming and implicit bias.

So you have a choice: when you know you have a good beginning - like this locket - and you know you're going to face implicit bias, you can either

1) save this idea for submission directly to a publisher auditioning talent who will see the talent without bias much easier because of the lack of time pressure and because the publisher has to be skilled at checking their own preferences so as to turn out books with broader appeal

OR
2) Love the hell out of the idea. Give it everything you've got for an entire weekend. Then set it aside. Then a month later pass it around for feedback. The time that has passed coupled with others' opinions will let you see it totally anew. Then love the hell out of the idea again. Don't let it go. Obsess over it. Take the idea with you. Check in on it often. Do a background check on the item and where it came from - could that spell really be its parent? What was its duration anyway?

Audience is a huge part of RPGSS. Although I really like where this item was headed, I suspect that audience factors don't help any version of a Courtesan's Locket.

If you want a good idea that isn't quite right for RPGSS to nonetheless represent you in RPGSS because you're proud of your work or for any other reason, your job isn't to compromise a good idea in order to please your audience. Your job is to polish your item so blindingly bright that the context around your item disappears and the voters have to look at your item on its own for a time.

The voters here are good folk, and more canny about the design process and other factors than you might expect from a random internet mob. They want to do the right thing. They want to pick the best items from the best designers. The effects of priming and implicit bias are simply an artifact of how the human brain works, it doesn't make anyone here ill-motivated. So if you polish up that item that isn't targeted to the most widely shared impulses of RPGSS voters, if you force them to really look at your item for a bit, they'll see the quality of your ideas and the quality and quantity of your work and vote accordingly. This is true whether you think you might push item outside easy reach of the most popular impulses by using feminine imagery, by designing for 15th + level characters, by riding the edge of what seems "fair play," or by any other design choice.

No, you're not designing to appeal to the broadest possible audience if you use feminine imagery ...but if you're a superstar, there isn't a regular poster here, and not a large percentage of silent voters, that won't recognize that in even the most outside-the-box item.

7. Reading for the joy of the word.
Did you write clearly?
I don't care about a typo or the misuse of a single piece of punctuation, but do you have errors or style choices that disrupt flow?
Do you have style choices that enhance the flow - are you creative with sentence structures and do you have the capacity to consider cadence when selecting from synonyms?
Does the mood of the writing reflect the mood of the item? Perhaps a droning monotonous rhythm would enhance certain items.
Have you thought through the theme of your item and made sure that every time you have an choice between two words or two phrases you select the one that furthers your theme and reinforces your imagery?
Do you add wondrous, unexpected depth under the clear surface, in which attentive readers may immerse themselves?
Most of the time this feedback will not focus on anything you've done wrong, but on moments where a designer misses an opportunity to do something amazing.

I'm pretty much entirely skipping this section. Things that might be said here somewhat overlap with using a consistent theme and making sure that different imagery and word choices develop and promote that them.

That was covered before.

Here I could talk about things like rhythm and cadence, but I'll let you work on that. I already talked about how to develop rhythm, cadence, and flow in another review. If you read all my reviews you'll get that advice anyway.

8. Rule checks:
is the item over-priced or underpriced?
What about caster level? Did you use 1st when Bane or Craft Wondrous Item has a higher level requirement?
Although the entire point of magic is to do things one could otherwise not do, nonetheless Pathfinder must have rules and I can't interpret every single conflict between an item and Pathfinder rules as simply a case of the magic of the item overcoming those rules.

Nothing was particularly bad here, certainly not bad enough to remember, though there may have been something.

I did disagree with the pricing. While I reduced some powers (like you can only listen to one mind at a time now, and there's no way you could ever manipulate the emotions of 2 different people at the same time), others that have a large and real monetary value stayed the same - plus I added deathwatch. By limiting the emotion to something you have to pick in advance, but by giving you 1 more emotion to choose from, I think that bit stayed the same or even got a little less powerful. When all that was done, I ended up changing the price by increasing it about 75%.

We weren't very close on pricing, but I doubt you would have gotten to many down votes for it. This item is different enough (whether your version or my version) that play testing might be necessary to get the best possible idea of the item's value.

There are reasons I think it was terribly undercoated: reading minds from 10 miles away for 24 hours at time kinda makes the "one charge a day" restriction irrelevant. Just an "always on" detect thoughts is pretty costly at CL 9.

9 * 2 * 2000 = 36,000 gp.

There are reasons that this is effectively worth less than that. That cost would be for an item that costs Detect Thoughts at will - which would mean you could change targets at a whim, etc.

Also, frankly, CL doesn't really add much value to detect thoughts. In that situation, you really want to think about bringing the CL down as much as you dare.

Craft Wondrous has a prerequisite of CL 3, but detect thoughts is a 2nd level spell so we couldn't go lower than that anyway. Using CL 3 we get:

3* 2* 2000 = 12,000 gp.

So this is the base cost of "always on" detect thoughts. Being able to go out to 10 miles when it's normally close range - that benefit is hard to calculate as a cost, but it's major. The fact that it's limited to close range unless certain other factors are present makes it even more fudge-y (but remember that you original item wasn't limited in that way). Given that you have to "attune" the item to one particular person and can't easily change it (It requires at least a night of sleep, and that's assuming you have someone else's body parts ready to go!) and that you must fully concentrate on that one task, entirely unable to do anything else while listening but that it's at will, etc. ...this really seems like a 8k - 12k power all on its own.

As a side note - it's hard to determine the exact value of an item, especially one that strays from the original functions and limitations of its source spells. But once I got in the ball park of 16-19k gp, I thought,

"How can I use the price to further my theme?"

Well, if you note, the price is 17,600.

One mile is 1,760 yards. Ten miles is 17,600.

I'm still not satisfied that I know where the 10 mile limit comes from - only you know that - but now, even if it was completely random and not something that logically fits the them, it at least ties in with something else in the item.

Note that if the item would be appropriately priced somewhere near 50,000 gp, I would have done the exact same thing. The price would be set at 52,800 - the number of feet in 10 miles. If I felt it was properly priced in some other range where it was really, really tough to to find a logical connection with 10 miles (which was the one thing that stood out for me as having no logical connection to the them, to the construction requirements, to anything) I would have changed the range as little as possible to get it work out in its new price range.

7 miles could be 36, 900 feet or 12, 320 yards. 12 miles, well, you get the idea.

My point here, is have everything tie in with something. Sometimes it's just the rule - you've used a spell in construction, and you're using that spell's range. But if it doesn't have an obvious connection, it's your job to create one.

No loose ends.

You will win RPGSS next year.

Do it.

9. The extra mile
This is all about making things easier for me as your reader.

First, about the bolding: I'm was going to dock you but then remembered that you said formatting got hosed (and implied I should ignore that). Okay. No points docked. I hope you remember to get the formatting just right when you submit for realzies, however.

Read this section in others' reviews. You didn't do much that really helped me out as a reader. By referencing specific spells for duplication of their effects and then hyperlinking, I've done a bit of work to try to help the reader, but there's probably more that could be done. I've just spent like 3.5 hours on this review already, so I'm not going to try to edit for that.

=================

Blah. I'm exhausted. Hope it was all useful and I never got too harsh.

Dedicated Voter Season 8, Marathon Voter Season 9

Nykidemus wrote:
CripDyke wrote:
Nykidemus wrote:
CripDyke wrote:
*snip*
Wow, that was thorough.

yeah, I don't really know how to do it any other way. Anything else seems like it's not representative of my thought process.

Of course, it means that I can't review as many items, but hopefully the designers whose items I do review will a lot more from seeing my whole thought process.

I actually got the idea from the "How do you vote?" thread. That really is, more or less, how I go about voting for items, though some steps get skipped if I don't need them to distinguish between a certain pair of items. Nearly every item gets every aspect of this analysis when I first encounter it, however. Since I'm only making a binary comparison, I don't have to put it all in words the way I do here, but the format, the process seemed a very useful structure for performing a review.

So here I am. Doing very thorough reviews.

Oh absolutely not a criticism. Do me!

Since you asked so nicely, I will.

You're up next then... should only take 2 hours or so ;-)

Dedicated Voter Season 8, Marathon Voter Season 9

2 people marked this as a favorite.

My review of the Crossbow of the Embracing Vine.

With the reminder from Kalindlara, I'm placing it behind a spoiler since it's just as long as the others.

Thank you, Kalindlara, this is the only place I comment that really uses spoiler tags and I tend not to remember they exist. You were right that they should be used.

Here we go:

Review of the Crossbow of the Embracing Vine:

metid wrote:

Crossbow of the Embracing Vine

Aura Moderate Evocation and Transmutation; CL 7th
Slot None; Price 56450 gp; Weight 8 lbs.
Description
This +1 heavy crossbow is entirely created from deep, red wood. Vines are carved into the crossbow, twisting along all of its surfaces, enhanced with a light scattering of dim gold flecks in its leaves. Its string shares this golden sheen. Attached to the front of the crossbow is a small wooden grip.

As long as the crossbow is wielded in two hands, a red vine with golden leaves grows from the weapon and wraps comfortably around both of the wielder’s hands, giving the wielder an additional +1 on attack rolls with the weapon.

At will, the wielder can extend the grip and plant it into solid terrain. Taking root, the vines grasp the wielder’s arms and legs, stabilizing them. This whole process takes 1 minute of concentration without moving from the starting position to complete. The user can crouch or lie prone while using this ability.

When this is done, the crossbow’s range increment increases by 25 feet, the bonus to attack rolls increases to +3, and the crossbow gains a bonus to damage equal to half of the wielder's dexterity modifier. The wielder also gains a +2 bonus to their CMD against bull rush attempts. Finally, the wielder cannot move and loses their dexterity bonus to armor class. As a full-round action, the wielder can unroot the crossbow, returning the vines and grip to their normal position without affecting the terrain in any way.
Construction
Requirements Craft Magic Arms and Armor, Cat’s Grace, Control Plants; Cost 28050 gp

1. Name

Is the name so bad as to detract from the item?

Nope. I don't like names of this form (Noun of the Adjective Noun) because they feel overdone to me. Some names of that form are bad enough to detract if they don't have any evocative imagery (or at least no coherent imagery, or if the imagery created by part of the name conflicts somehow with imagery created by another part of the name).

That's not this item. The name's form feel tired, but the word choices themselves do not. Therefore name it as thou wilt.

2. Glance top to bottom
Glance at the formatting to see if the entry pays enough attention to what Paizo wants that this item isn't throw-away worthy. Maybe glance at a couple of other things that seem like DQs to me - a CL of 21+, a cost of 200,001 gp or more (since that’s forbidden by Paizo), maybe something else I’m not thinking about right now.

Commas missing from the prices stand out. I'd always been taught that if the thousands are in the single digits you can dispense with the comma for that 4 digit number ...but I've never been taught you can dispense with it in 5 digit or longer numbers. Therefore that looks more like a careless error than omitting a comma from a 4 digit number which might be generally acceptable but violates Paizo's style guidelines. I'd rather the error come from simply not knowing a specific piece of a specific company's style guidelines. A careful person will incorporate the new information and the mistake will only be made once. A careless person? Who knows how many mistakes they might make in the future and where those mistakes might turn up?

In general, however, this is well formatted. I make that point only to show that some types of errors are preferable to other types of errors. I do not make that point because I think you're particularly careless or that you're careless to the point of causing a problem.

This passes the glance test.

3. Read for content
what does the item do? Is the item in an over-used design space?
Is the function understandable?

The item converts someone proficient with a crossbow into a skilled sniper.

Sniping is definitely not an over-used design space. Even ranged weapon enhancements don't necessarily touch on actual sniping.

The function is clearly communicated. I have a solid idea of what it's supposed to do if a player wants a ruling on a corner case relating to the crunch of how it does it.

4. Read for crunch
Is the crunch understandable?
Is it complicated?
Does it use effects that will be a pain around the gaming table?
Is it overpowered comes into play here if it would be a bad item regardless of price. Otherwise it's an underpricing issue. This doesn't mean that the item has to be worth more than 200,000 gp. An item can be overpowered if its fair market value is only 3,000 -5000 gp if the only characters who would ever want to use it are first level characters (who can't afford it - so they have to be given it - so you see the problem).
NOTE: I don't have to particularly like the approach to the crunch that you chose, so long as it works.

The crunch is actually unusually clear. You've reduced "being supported in your sniper fire by a loving, symbiotic vine" to specific bonuses that apply in clearly defined situations. You also avoid swift and free actions, which isn't necessary but does avoid the pitfalls of those choices which frequently break the legs of unwary items. Frankly, I love the fact that you make uprooting the vines a full round action. Bold choice, and it very much works with your theme.

It's not a SAK, in my opinion, because it does one thing that has multiple effects (and the effects are greater or lesser depending on whether you allow the vines to root, but still, same basic effect of steadying the wielder). It doesn't do multiple different things that each have an unrelated effect.

5. Reading for creativity
Is this new?
Is it blindingly why-didn't-I-think-of-that simple in execution?
Does it utilize themes in such a way that different aspects of the entry all tie together well?

Yes. This is new. Even if another crossbow did "magic steadying" I can't remember any item using plant growth to steady a character for any reason.

Is it intuitive in its execution? Heck yeah!

Does it utilize themes in such a way that different aspects of the entry tie together well? Heck yeah!

Name: vines
Description: vines
Effect: vines grab you, sometimes root, and use their own plant-slowness/plant-stability to slow down and stabilize the wielder.
Crunch: I don't see anything. Your good use of clear, simple bonuses make it harder to integrate the language of the crunch itself into the theme. Remember that although this is crunch, and keeping it simple and clear is good, if you can use a broad vocabulary to express the rules in such a way that they remain simple and clear while still exploiting the imagery of your theme, that's even better.

One example? You say that the "bonus to attack rolls increases to +3" when the vines take root.

Why wouldn't you say that the "bonus to attack rolls grows to +3"? You've got a plant theme growing here. Keep it alive. Don't make your crunch a confusing thicket but do keep the language you use for the crunch as integrated with your theme as a branch to a trunk.

these aren't the best examples, but you see what I'm getting at. "Grows" is only a small part of the work you could do to make the entry more consistently evocative of your theme, but getting things to that level of detail will take time. Just having name, description, and effect all support each other as well as they do is much better than most of your competition.

Apart from the language in your crunch (like choices between synonyms), there was one other obvious way that you could have integrated the theme into the crunch.

Yes, you're getting steadied, and yes all your bonuses can be readily justified by that. But part of the job of a sniper is to become part of the environment so as not to be noticed.

How much more part of the environment can you get than having the vines literally grow from your weapon? I mean, dang. This weapon should grant camouflage bonuses in natural areas. It just should, dammit.

The takeaway from this section, even if I do have suggestions for some amount of improvement?

You are obviously creative, and it shows.

6. Reading for audience appeal
The job is to design game products that gamers will buy. So a very legitimate question is, "Will gamers want to buy the supplement just to be able to use this item at their table?" If yes, that's a good reason to up vote.

Oh, yes. There's definitely an audience that would like to ambush opponents from range. There's definitely an audience that likes sneaking to avoid risk. While some urban characters or other characters with a strong theme that doesn't work with entangling vines might choose not to try to acquire this crossbow even if they are interested in sniper's work...I swear that a ton of sneaky characters would be interested in tweaking their characters in order to make them more compatible with this weapon. Your imagery isn't the absolute most magical and compelling in the ever, but your creativity is very strong and your imagery is good and your theme well-connected. There are a good number of players who will see such a crossbow as enhancing their character's cool as well as their character's abilities.

i don't play snipers and am unlikely to. I know that I'm not the audience for this item in that sense. But heck yeah I'd be happy to have one of my NPCs use this when I'm game mastering.

I kind of feel like the cool factor of this item is a bit shy of outrageous or amazing. I feel like I've seen other items with as much cool and in a few cases even that bit more that makes them stand out for sheer cool.

But this item is nearly there AND it has good powers AND they are in an under-used design space AND the crunch won't turn off any DMs or players.

This is a very marketable item.

7. Reading for the joy of the word.
Did you write clearly?
I don't care about a typo or the misuse of a single piece of punctuation, but do you have errors or style choices that disrupt flow?
Do you have style choices that enhance the flow - are you creative with sentence structures and do you have the capacity to consider cadence when selecting from synonyms?
Does the mood of the writing reflect the mood of the item? Perhaps a droning monotonous rhythm would enhance certain items.
Have you thought through the theme of your item and made sure that every time you have an choice between two words or two phrases you select the one that furthers your theme and reinforces your imagery?
Do you add wondrous, unexpected depth under the clear surface, in which attentive readers may immerse themselves?
Most of the time this feedback will not focus on anything you've done wrong, but on moments where a designer misses an opportunity to do something amazing.

You write clearly. Moreover, you really think through your ideas and concepts, you think through the implications of your crunch, and you use that thinking to create an item that feels complete. Your writing also flows. It's not got the best flow ever, but it's above average. It never takes you out of your reading rhythm because of confusion with one thing or the mis-punctuation of another.

The imagery still feels a step shy of awesomely evocative, which is, of course, where you'd always like to be.

Nonetheless, its within a single range increment of awesomely evocative. You can get there from here. Really.

You've thought through your ideas, now step back from your writing long enough to see it afresh. Read it again. Are there any opportunities to wrap your theme more tightly around the item? Is there any language that doesn't work? Are there any conflicts between some things you say and other things you say? Even if they can be resolved by rereading, we don't want people to have to re-read.

We want people to want to re-read for the sheer joy of it.

So let's take one thing that I noticed:

Quote:


This +1 heavy crossbow is entirely created from deep, red wood.

conflicts with

Quote:

Its string shares this golden sheen.

It has a string? The string isn't wood? The string isn't red?

It seems like what you really meant, but unfortunately didn't say, was:

Quote:


This +1 heavy crossbow is created from deep red wood, and golden vines (with green leaves?).

(as an aside, first notice that I removed the comma between deep and red. Yes, when you have two adjectives modifying a noun, you separate them with commas. But you don't separate an adverb from the adjective it modifies. Here, with the comma you're saying the wood is red AND the wood is "deep", whatever that means. Without the comma you're saying the wood is a deep red. That makes more sense.)

First, you don't want the "string" of the crossbow made of carved wood. So now you're in a position of whether it should be something like twisted bark or whether the string should itself be a vine. I vote decidedly for the latter.

Next, why should the vines be carved into the crossbow? When the crossbow was "entirely" wood, that made some sense. I mean, it didn't make sense why you'd said "entirely", but given that you had, it was absolutely appropriate for you to stick with the choice you'd made and describe the vine as a carving.

Now, however, we need a living, flexible vine to be the crossbow string, so we might as well make all the vines decorating the crossbow to be living vine.

I suggest the green leaves because the red wood you see only after stripping a tree of its bark, and sometimes not even until you cut in to the heartwood, isn't associated with the capacities of plant growth. How could it be when you cut deep into the tree before you can find that solid wood? Vines grow, and grow quickly, true. But remember that plants get the food for their growth from the photosynthesis of their chloroplasts. The vines themselves aren't green, so the energy for growth has to come from the leaves.

So make the leaves green.

I mentioned that nothing takes the reader out of the flow, but neither do you have a good intrinsic rhythm to your prose here. I suggest trying to read it aloud. Tinker with it. Make the flow and rhythm even better, even smoother. Then try to sing it. Fit it to any song you want. Change songs with the paragraphs if you need to do so, but not within a paragraph. Make the changes you need to make singing this entry as effortless as it is possible for you to make it.

Now you're approaching an entry that isn't merely easy to read, but joyous to read.

I'm suggesting you take on even more here than I've suggested for others in this section of my reviews.

Why?

You're doing well here, but you can do even better. i believe in you.

8. Rule checks:
is the item over-priced or underpriced?
What about caster level? Did you use 1st when Bane or Craft Wondrous Item has a higher level requirement?
Although the entire point of magic is to do things one could otherwise not do, nonetheless Pathfinder must have rules and I can't interpret every single conflict between an item and Pathfinder rules as simply a case of the magic of the item overcoming those rules.

Nothing about this strikes me as breaking the rules. I'd have to look into how big a difference +25 feet to range increment can really make. That sounds like it might be a bit much, but honestly I couldn't make that decision without play testing a bit, so you've done as much as you can there - the publisher can schedule some play testing if the supplement is big enough and important enough. In any case, it's not something that simply breaks Pathfinder. It doesn't violate their design rules.

In fact, the brilliance of your item is really the conservatism you bring to crunch, the respect you have for Paizo's work and rules and expectation, being combined with a truly new, uncontemplated effect. There's no spell designed specifically to help snipers that you could use as a template for the crossbow's powers. But you go ahead and design for the space anyway. You know that action economy is place of consistent pressure, and you design an item that makes the most out of being slow. Good snipers shouldn't be in a hurry anyway. Being able to see and then choose that design space that's new but that doesn't challenge Pathfinder's rules or spirit, and then exploiting that design space with a truly new effect that doesn't need more than a bit of description and some easily enumerated bonuses and penalties?

Dang, that's good.

There is a weak point, though. You consistently use untyped bonuses. This just should not be.

The range bonus should be an enhancement bonus. The CMD bonus should be a circumstance bonus.

You can do this, but you also need to do this. There's nothing prohibiting untyped bonuses, but you shouldn't use them unless you have a very good reason. Even choosing a bonus type that usually stacks with other bonuses of its type - like a circumstance bonus - is much better than leaving a bonus untyped.

9. The extra mile
This is all about making things easier for me as your reader.

You didn't exploit any hyperlinks or methods of organizing information visually or other tricks to make the text communicate more than the word count would imply.

This is another area you could learn to exploit.

=============================

Overall verdict?

This is an item that contains only a very few "mistakes" that are as simple as violations of a rule, misuse or nonuse of the format, designing the wrong type of item, etc.

This item is creative in what it does and how it does it.

This item is likely balanced in most game groups.

This item has an audience who will want to acquire and use the item.

The writing is clear.

The crunch is clear in all aspects, but the failure to specify bonus types - while being clear in its effect - is probably inappropriate.

This item does not go the extra mile to make it easy for me to read and grok.

This item does have a consistent theme that is synergistically forwarded by name, description, and what it does. This could be enhanced even further by carrying the theme through the language of how the item does what it does, and by systematic creative choices (such as between synonyms).

This item is close to having writing such that simply reading its entry is a pleasure, but it's not quite there yet.

This item was in my top 32. I felt that in all areas you were just shy of "awesome". While never quite getting to "awesome" might seem bad, getting close to awesome every single time (except maybe for the name, which I don't really grade on unless it's terrible) creates a very high average. An item that gets to awesome in one or two areas but is only average in two or 3 generally loses to your item.

The really scary thing is that there's substantial room for improvement and evidence that you can make that improvement if given a chance. This was a very good effort and I really wanted to see what you would do in future rounds.

maybe next year.

Dedicated Voter Season 8, Marathon Voter Season 9

1 person marked this as a favorite.
Nykidemus wrote:
CripDyke wrote:
*snip*
Wow, that was thorough.

yeah, I don't really know how to do it any other way. Anything else seems like it's not representative of my thought process.

Of course, it means that I can't review as many items, but hopefully the designers whose items I do review will a lot more from seeing my whole thought process.

I actually got the idea from the "How do you vote?" thread. That really is, more or less, how I go about voting for items, though some steps get skipped if I don't need them to distinguish between a certain pair of items. Nearly every item gets every aspect of this analysis when I first encounter it, however. Since I'm only making a binary comparison, I don't have to put it all in words the way I do here, but the format, the process seemed a very useful structure for performing a review.

So here I am. Doing very thorough reviews.

Dedicated Voter Season 8, Marathon Voter Season 9

1 person marked this as a favorite.
Twisted Path wrote:


Replication Hammer
Aura strong divination and evocation; CL 13th
Slot none; Price 36,324 gp; Weight 6 lbs.
Description
This polished warhammer is crafted from a single piece of cold iron. Wielders not proficient with this weapon use it as a +1 warhammer. Proficient wielders use it as a +4 warhammer when attempting to sunder a melee weapon that possesses a special ability.

If the weapon targeted by the sunder is destroyed in this manner, the wielder of the Replication Hammer may allow it to absorb one special ability of that weapon. This does not change the Replication Hammer's enhancement bonus. If the weapon that was destroyed had more than one special ability, the wielder of the Replication Hammer may choose which ability to absorb. Upon absorbing a new ability, it loses any absorbed ability it currently possesses. The Replication Hammer always retains the ability to absorb other abilities. the wielder of the Replication Hammer may choose not to absorb an ability.
Construction
Requirements Str 13, Craft Magic Arms and Armor, shatter, limited wish; Cost 18,324 gp

1. Name

Is the name so bad as to detract from the item?

No. "Replication" is not a word that I see over and over in Pathfinder. It has a clear meaning. We're good here.

2. Glance top to bottom
Glance at the formatting to see if the entry pays enough attention to what Paizo wants that this item isn't throw-away worthy. Maybe glance at a couple of other things that seem like DQs to me - a CL of 21+, a cost of 200,001 gp or more (since that’s forbidden by Paizo), maybe something else I’m not thinking about right now.

Formatting is good. Everything I see - making a weapon in a contest asking for weapon, shield, armor, or wondrous item; following format; even a glance at the match between CL and Aura strength - makes me confident that the little things are taken care of correctly.

Ooops, I spoke too soon. The name of the item is capitalized in the body text when it should always be lower case (save the first word of the name if the item begins a sentence).

Everything else being fine though, I don't grade you down for this. The fact that everything else is so good makes me think that if you were just told the rule once, you'd get it right in the future more-or-less every time.

3. Read for content
what does the item do? Is the item in an over-used design space?
Is the function understandable?

It sunders, then if a sundered item is a magic weapon, it steals an enchantment unless the wielder decides to keep the current stolen enchantment. It purges any old stolen enchantment every time an enchantment is newly stolen, but not every time the wielder has an opportunity to steal an enchantment.

There are always some sundering hammers, but it's not what I would call an "over-used" design space. I think I have a good handle on the intent of what this item is doing. Well done here.

4. Read for crunch
Is the crunch understandable?
Is it complicated?
Does it use effects that will be a pain around the gaming table?
Is it overpowered comes into play here if it would be a bad item regardless of price. Otherwise it's an underpricing issue. This doesn't mean that the item has to be worth more than 200,000 gp. An item can be overpowered if its fair market value is only 3,000 -5000 gp if the only characters who would ever want to use it are first level characters (who can't afford it - so they have to be given it - so you see the problem).
NOTE: I don't have to particularly like the approach to the crunch that you chose, so long as it works.

The crunch is understandable but lacking. For instance, I don't know what the weapon's enhancement bonus is.

We know that
1) non-proficient users wield it as a +1 warhammer. Okay. That's obviously a special case and it doesn't say what the enhancement bonus really is, just what its treated as in the special case of someone who doesn't know how to use it picking it up.
2) proficient users "use it as a +4 warhammer when attempting to sunder a melee weapon that possesses a special ability." Okay, that's obviously a special case, and the use it as language once again doesn't tell us what it IS, just what it's treated as in this special case.

So in the vast majority of cases where a proficient wielder is using it for anything other than "attempting to sunder a melee weapon that possesses a special ability" - which obviously includes even the vast majority of sunder attempts - it's got to have some sort of enhancement bonus, but what the heck is it?

It seems unlikely that the enhancement bonus would go **down** when doing it's special thing. Also, if the normal enhancement bonus was +5, the cold iron weapon would cost over 52,000 gp, which this doesn't. The enhancement bonus could be the exact same as +4, but no, it really can't be that or you wouldn't be "using it as" a +4 hammer. You'd just be using a +4 hammer.

Likewise it can't be a +1 hammer in its default mode.

So is it +2 or +3? And why am I spending all this time trying to figure it out when you could just tell me?

Arrrrrrrrgh.

Other than this, the one thing that is really wrong with the crunch is halfway forgivable because I think Weapon Qualities, Special are understandably different from Weapon Special Abilities in Paizo land. The problem is that not everyone is so fluent in Paizo-speak that an uncapitalized use of seemingly-generic words like "special ability" is going to lead to a lot of people thinking that they can steal the "deadly" quality from a non-magical katana or the "reach" quality of a non-magical spiked chain or even the "monk" special quality by sundering a non-magical stick.

I don't think this item does allow those things, but by not coming out and stating this, by not saying what you mean is a magical special ability, you're offshoring some of the design work you're supposed to do, and guaranteeing that some inexperienced gaming groups are going to think breaking a stick with this hammer allows monks to use it with flurry of blows. This is just a matter of not thinking things all the way through to their end use. You've got a clear idea of what you want to do, mostly (one more problem coming up). And you communicate the limits of that ability, I assume, in a way that is probably effective with the long time gamers. But not all gamers are long-time gamers.

Finally, besides never telling me what the enhancement bonus of this hammer is, the big sin of the crunch is that I don't know if "special abilities" (since the official term is "Weapon Special Abilities") includes the magic powers of specific magic weapons or if it includes things like "vorpal" that normally can't be given to a blunt weapon. Can the "binding" ability of a "blade of binding" be stolen? I know that "qualities" are different than "abilities" and thus you can't steal "monk" or "deadly" or "brace" or "blocking" from non-magical weapons. But just "special abilities" alone, without a link or an example or something, means there's no reason to think that I couldn't make this a monk weapon by sundering a blade of the sword saint.

Can you smash a dagger of venom to get a warhammer of venom? Why not? And what about that vorpal enchantment? Paizo says to "reroll" if you get vorpal on a weapon that doesn't deal slashing damage. So if you absorb Vorpal, does it work? Does it fail utterly? Does it cause you to absorb an ability determined by a random roll on the Weapon Special Abilities table? What in your crunch prevents any of these bad outcomes from happening?

I don't see anything, which means I'm going to have to deal with rules lawyering from a player, eventually, if I give out this weapon.

i don't need that headache when you could easily make this clear in the original item.

Last but not least - can this weapon absorb the Brilliant Energy special ability? As Paizo says, "A brilliant energy weapon ignores nonliving matter." The weapon can still be destroyed by attacking the handle (likely out of combat). But if it absorbs this property, it can never be used to sunder again.

Failing to address this one particular case isn't really "bad". But thinking your concept all the way through so you notice this problem before anyone has one in a game and write the solution into your item from the get go? To the point of noticing Brilliant Energy and sundering really conflict and can't co-exist? That's the kind of thinking things all the way through that takes crunch from competent to excellent.

5. Reading for creativity
Is this new?
Is it blindingly why-didn't-I-think-of-that simple in execution?
Does it utilize themes in such a way that different aspects of the entry all tie together well?

Last year there was an item that allowed you to destroy one magic weapon to pass on some or all of its magical properties to a new weapon. I think that was an anvil or hammer, not sure. So no, this isn't the most unusual item in the ever. But yes, it's very much a fresh design space. Good job.

The execution of the special ability is quite simple. Use the normal sundering rules. When you destroy something, chose to steal an enchantment or not. If you steal, the old one is lost. yay!

As for the creativity of your themes and imagery, you're not getting points from me. There is no description other than that it's forged from a single piece of cold iron. That doesn't preclude a leather hand-wrap. That doesn't preclude being painted bright blue. It doesn't preclude a lot of things. So it's cold iron, sure, but I have no idea what it actually looks like.

"Replication" is also problematic for me. Yes, there's a sense in which "replication" might be accurate, but the fact that you have to destroy a melee weapon with the hammer for the hammer to gain a property of that weapon ...well, if you have to destroy the old to get the property for the new, that's not creating more of something. It doesn't "duplicate" because you don't end up with twice as many of those enchantments as before. The old one is just gone. If you have to destroy the old to make the new thing just like the old, you're engaging in extraction not duplication or replication.

So while you can argue that there's a sense in which replication works, in its most obvious sense "replication" is terribly misleading.

Frankly, to me, **all** the creativity of the item is used to give it an interesting power with crunch that makes it easy to use.

Certainly those things are priorities, and it's not like you're showing no creativity, but you need to take some of the creativity you used for the power concept and the crunch and replicate it in your ability to put together a theme, in your naming, in your imagery, in your writing. Really replicate it - don't steal time from developing concept and crunch that you need to make sure those things display your creativity. Don't destroy what works in your item to fix what doesn't.

You've shown imagination in your design, but not throughout your design.

This is a middle of the road to slightly less than middle of the road performance on creativity, it seems to me.

6. Reading for audience appeal
The job is to design game products that gamers will buy. So a very legitimate question is, "Will gamers want to buy the supplement just to be able to use this item at their table?" If yes, that's a good reason to up vote.

The average player won't notice the problems with this item - like the questions surrounding sundering a dagger of venom - and will likely presume that the item works in one way or another. I think that whether the players do or don't think that they can steal enchantments from specific magic weapons, they will see this as a desirable item. It's cost is high, but you can get at least some properties at a discount by making this item then destroying another weapon.

You seem to know your audience well enough.

7. Reading for the joy of the word.
Did you write clearly?
I don't care about a typo or the misuse of a single piece of punctuation, but do you have errors or style choices that disrupt flow?
Do you have style choices that enhance the flow - are you creative with sentence structures and do you have the capacity to consider cadence when selecting from synonyms?
Does the mood of the writing reflect the mood of the item? Perhaps a droning monotonous rhythm would enhance certain items.
Have you thought through the theme of your item and made sure that every time you have an choice between two words or two phrases you select the one that furthers your theme and reinforces your imagery?
Do you add wondrous, unexpected depth under the clear surface, in which attentive readers may immerse themselves?
Most of the time this feedback will not focus on anything you've done wrong, but on moments where a designer misses an opportunity to do something amazing.

I don't have much to say here except what I've already noted - the writing lacks imagination, lacks imagery, and lacks flow.

Just writing clearly is important, and I think you mostly do that. I think that where things are unclear (like the enhancement bonus) it's not a matter of an inability to write clearly, it's a matter of taking the time to think things all the way through.

I could make specific suggestions, like swapping "Replication" for "Lodestone" since the enchantment is reproduced, but merely clings to the hammer after the destruction of the original item, and never "gets inside" the hammer, since the property is lost the moment another property sticks.

But really, you seem just not to have taken the time to craft your writing with skill and imagination the way you crafted the hammer's power or its crunch.

Take the time. It will make a big difference.

8. Rule checks:
is the item over-priced or underpriced?
What about caster level? Did you use 1st when Bane or Craft Wondrous Item has a higher level requirement?
Although the entire point of magic is to do things one could otherwise not do, nonetheless Pathfinder must have rules and I can't interpret every single conflict between an item and Pathfinder rules as simply a case of the magic of the item overcoming those rules.

I think it's a bit underpriced. I'd probably make the enhancement bonus +1 for anyone, then make the special enhancement bonus +4 for all sunder attempts. The ability to absorb magic doesn't seem connected to properties that make a weapon particularly good or bad for sundering. So, sure, you can only absorb Weapon Special Abilities from a magic melee weapon that you sunder, but if you want to use the hammer to bash a lock off the front of a chest the fact that the hammer can't absorb the special magic ability of having a bonus to the Open Lock DC doesn't make the hammer any worse at pounding the lock to pieces.

9. The extra mile
This is all about making things easier for me as your reader.

Nothing here to give you bonuses. Honestly with this item there aren't a lot of opportunities to go the extra mile, but there were some. Hyperlinking to the "Weapon Special Abilities" tables would have done a lot to clarify certain things (like the exclusion, if this is what you intended, or inclusion, if you provided an additional link to the table of specific magic weapons, of abilities unique to specific magic weapons). The link would make it obvious which abilities are able to be stolen without using up a lot of space listing them. That's the kind of thing that might have gotten you points here.

===========================

Overall verdict?

This is an item that contains only a few "mistakes" that are as simple as violations of a rule, misuse or nonuse of the format, designing the wrong type of item, etc.

This item is creative in what it does and how it does it.

This item is likely balanced in most game groups.

This item has an audience who will want to acquire and use the item.

The writing is usually but not consistently clear.

The crunch fails to clarify at least some of the ambiguities of concept

This item does not go the extra mile to make it easy for me to read and grok.

This item does not have a consistent theme that is synergistically forwarded by name, description, what it does, how it does it, and systematic creative choices.

This item does not have writing such that simply reading its entry is a pleasure.

This item is at the low end of middle of the pack items to me.

Dedicated Voter Season 8, Marathon Voter Season 9

3 people marked this as a favorite.
edduardco wrote:


Bloodseeker Sword
Aura Strong necromancy and transmutation; CL 18th
Slot ─; Price 84,815 gp; Weight 4 lbs.
Description
This crimson blade is a +1 wounding blood crystal longsword, it has a disturbing aura that evokes hunger, the pommel and cross-guard is full of thorns with dried blood. Each time the wielder strikes a blow that deals damage with this weapon, the wielder gains temporary hit points equal to the amount of damage dealt. Temporary hit points bestowed by the bloodlseeker sword last for 1 minute. The wielder can give of his own blood to make the bloodlseeker sword more deadly, as a swift action the wielder may pierce himself with the thorns and inflict any amount of bleed damage he wants, the bloodlseeker sword gain one of the following properties according with the bleed damage inflicted:

Keen (2 points)
Impact (4 points)
Speed (6 points)
Brilliant energy (8 points)
Vorpal (10 points)

This property last for 1 minute. If the wielder uses this ability again, the first property immediately ends.
Construction
Requirements Craft Magic Arms and Armor, bleed, bull's strength, circle of death, continual flame, gaseous form, haste, keen edge, vampiric touch; Cost 43,315 gp

1. Name - Is the name so bad as to detract from the item?

Bloodseeker sword. Hmm. Not overdone, but it uses "blood" so nothing original either. It could be the start of an excellent theme if you really use the "seeker" part. The "seeker" part is the only part of the name that's really open to developing an excellent theme.

I mean it either is or isn't a sword. And the "blood" part isn't really ambiguous. Plus all swords are intended to draw blood, so it's hard to make "blood" alone into an entire them.

And maybe you could, except you now have added "seeker" and that part will go neglected if you work on the "blood" theme alone. Then I'll wonder why this is a "bloodseeker sword" and not just a "blood sword".

2. Glance top to bottom
Glance at the formatting to see if the entry pays enough attention to what Paizo wants that this item isn't throw-away worthy

Template used. If there are any errors, they're typos or other things that shouldn't count against the item. Writer is either using the template perfectly or well enough that I can see that the writer is trying to write according to the assignment and not ignoring what the customer wants.

This item is not throw-away worthy.

3. Read for content
what does the item do? Is the item in an over-used design space? Is the function understandable?

The item ...is a wounding blade (okay, there's some blood theme there) that allows you to inflict bleed on yourself in exchange for temporary weapon enhancements.

The design space isn't overused per se. There are lots of attempts to get a weapon that will change its properties so you can always have advantageous properties that are particularly well suited to the problem at hand.

But that's mildly against the spirit of how the item enchanting process works.

The function is perfectly understandable ...except also seems overpowered. If you want me to interpret the item to have more complex restrictions, then obviously your crunch is incomplete. If you don't want me to do that, then in a later evaluation I'm going to dock you some points.

I chose to believe that you knew what you were writing and intended the item exactly as written. I feel its less insulting to assume you didn't know how to make the crunch do what you wanted than to assume you wanted to avoid restrictions on the item's power that I think are necessary.

very mild points off for having a theme that is mildly contrary to the spirit of enchanted items. You want to do lots of different things any time you want using enchantments that are normally permanent and always-on while staying within the spirit? No. Can't happen.

You can buy lots of one-shots, but that's more expensive, right?

Now I note that "seeking" is nowhere in the powers or description of your item. So double the very mild points off for having a blood seeking sword that doesn't seek anything - you set up a theme that just doesn't exist.

4. Read for crunch
Is the crunch understandable?
Is it complicated?
Does it use effects that will be a pain around the gaming table?
Is it overpowered comes into play here if it would be a bad item regardless of price. Otherwise it's an underpricing issue. This doesn't mean that the item has to be worth more than 200,000 gp. An item can be overpowered if its fair market value is only 3,000 -5000 gp if the only characters who would ever want to use it are first level characters (who can't afford it - so they have to be given it - so you see the problem).
NOTE: I don't have to particularly like the approach to the crunch that you chose, so long as it works.

Some bad wording in the crunch, but it's still something that can be figured out:

Quote:
wielder may pierce himself with the thorns and inflict any amount of bleed damage he wants, the bloodlseeker sword gain one of the following properties

So, I can do 2+4+6+8+10 = 30 points of bleed damage to myself if I want to. Or 1 point. Or 7 points.

But I can only gain one power at a time, so my ability to do myself 57 points of bleed damage is pretty irrelevant.

Also, I'm very sympathetic to using swift or move actions to create movement-only effects (not polymorphs whose only game mechanic specifically listed in the crunch is a movement effect, because there's still the matter of having changed your appearance). I'm also very sympathetic if you are using swift or immediate actions to modify a single attack.

To turn on a magical ability that lasts for 1 minute and that can be used more than once per round any time you have a full-attack and BAB+6 or have haste or get off an attack of opportunity or...? That should be a standard action.

So some points off for crunch, solely because of the use of a swift action to create an effect that lasts more than a round, ESPECIALLY because the power so activated is usable multiple times per round (and not just as a passive defense, like turning on a resistance bonus to saves).

The truth is, however, that lots and lots of people make this mistake, and so in head to head voting it doesn't hurt you that often until after the later culls.

The SuperStars, however, generally don't make this mistake. They limit their swift actions to things that last 1 round or (preferably) less and/or are entirely about movement and the swift action must be used in conjunction with a move action to have any positive effect. Because of this, this is a mistake that - even if everything else that's amenable to mechanistic right/wrong evaluation were perfect, and even if all the subjective stuff was at least good - has the real possibility of keeping you out of the top 32.

Ah, but now some real hurt:

This items gives you temporary hit points. To use this item's powers you have to lose hit points. Nothing in the item description says that you have to lose any **real** HP.

Moreover, now is where the swift action seems like cheating. Seeing the fight coming, you can of course spend HP to power-up. But with a swift action, you don't need to. You can't get this weapon until you have multiple attacks anyway, so use your first hit or two (hopefully they come in the first round - and they definitely will if you have the option of smacking a hench-creature or other low-AC target. Because you'll take that option, every time. Smack a little guy a time or two, use the temporary HP to grab Vorpal or Brilliant Energy and use that to take down the baddie.

Worse? Nothing says it has to be YOUR HP.

Have a party member that gets their own temp HP? Have them hold the sword until combat is almost here, then they do bleed to themselves and pass the blade off to you.

And now you have someone in the back ranks with bleed where the bleed can be tended without any real difficulty.

Even SUPER-WORSE???

Nothing says that you have to take the damage more than one time. Fast Healing doesn't make you immune to bleed damage, so you'll take it. Once. Then you'll never take it again. This dramatically limits the drawback, doesn't it?

I don't like this crunch.

I would much prefer crunch that the bleed damage of the sword bypasses any and all temporary HP from any source.

But even more than that, I would prefer to have the thorns on the hilt, doing a specific amount of damage every time you make an attack. This isn't bleed damage, so you aren't limited to taking it once in a round, nor will all future damage be prevented by Fast Healing 1. You'd have to halve the damage, probably, so instead of 10 points bleed damage to turn on Vorpal for 10 rounds, it would be 5 points damage per attack, whether it hits or not, whether it decapitates or not. This makes it a slightly better value for Vital Strike enthusiasts, but not grossly so as Vorpal benefits from crit fishing. On the other hand, 4 points per attack to have permanent Brilliant Energy kicks a lot of butt, and brilliant energy isn't more useful with lots of smaller attacks than it is with fewer big-damage attacks.

Add back in the swapping out powers
- though make it one charge to change enchantments or to return to no extra enchantments, but no damage either
- and you get one charge per day, or you get one charge every time you take your max HP in non-temporary HP damage AND the weapon cannot store more than one charge
- and you'd still have a rockingly powerful weapon that can go Vorpal when you're attacking the non-living and the outsiders but go brilliant energy pretty much all the rest of the time.

If you're using the quickness power, it would probably make sense to have the first attack do no damage, but all subsequent attacks that come before your next turn (the attack from quickness, if you choose to use it, attacks of opportunity, etc.) deal 3 pts damage per attack to the wielder, just as Vorpal or Brilliant Energy or any other power does its damage on every single attack.

In this scheme, the damage automatically comes off every time you make an attack - it's not an action at all - and changing powers wouldn't usually be done in combat, but you can make it a swift action to use a charge to return the weapon to "no additional enchantment". It would still need to take a standard action to turn on an additional enhancement or to switch from one to another.

Frankly, 1 minute per swift action, with "bleed" damage that can be (and will be) regularly assigned entirely to temp HP and/or another character in the back ranks, I don't like this crunch at all.

All-in-all, I don't like the crunch. It frankly comes across to me as designed specifically to come across less powerful than it is by making it seem as it you're going to be taking 10 pts of damage every round to get that property. But you won't. If you had a weapon that really worked this way, you'd be stupid not to make Fast Healing 1 resources a priority right away.

I prefer my players not be stupid, therefore I presume that no one is ever going to take 100 points of damage to get a full minute of vorpal power.

ON TOP OF THAT - even before my player gets around to accessing something that grants fast healing 1, the temporary HP will suck up almost all that damage. So no, you're not getting all the temp HP you wanted, but you'll get a lot as soon as you get that Fast Healing 1 item. AND in the meantime what it ***really*** means is that there's no cost to using the let's-pretend-we're-getting-damaged enchantment swapping because all the damage goes right to your temp HP, which the sword itself conveniently already provides you.

The sword's drawback masquerades as worse than it is.

It's already bad to try to use a drawback to get a huge power you wouldn't otherwise be able to get. It's worse when it's set up so that the drawback can't possibly be as bad in practice as it sounds on paper.

Lots of points gone.

I'm sorry if I'm coming across as a hater, but Temp HP =>mitigates Bleed => which won't happen anyway after you've had the blade for the remainder of one adventure + the time to get back home, it's the drawback that isn't.

Subjectively I'm feeling like my intelligence is insulted. "The writer really didn't think I'd notice the bleed comes off the Temp HP and the cost is thus negated?????" my evil-distrustful limbic brain wonders.

Yes. I noticed. If you had either made it super-clear you wanted the drawback to not be a drawback (like stating specifically, "Bleed damage can come from these temporary HP just as temporary HP from any source can be subject to bleed damage"), I would still have the issues of overpowering the thing, but I wouldn't feel personally insulted.

At that point, my evaluation would be entirely objective in the sense of - Oh, this person wants a cost, but it's really just an opportunity cost of getting fewer temp HP than they otherwise would. That makes this overpowered, I'm fairly certain.

Right now, I'm feeling actually eager to down vote your item because of the subjective sense of slight.

In actual voting, I'd probably get over that feeling before the time came to press the button. I probably wouldn't feel eager to down vote the item - I'd just be honestly pressing the button for the better of whichever items were before me.

But seriously, putting the voter in an insulted frame of mind is a dangerous action if you actually want that person's vote.

5. Reading for creativity
Is this new?
Is it blindingly why-didn't-I-think-of-that simple in execution?
Does it utilize themes in such a way that different aspects of the entry all tie together well?

yeah, it's new, but not that new. lots of people sacrifice blood to get power. That part is boring. Some people have proposed weapons with swap-able powers that would normally be permanent enchantments. So that's not new, but it's not boring. Putting the two elements together is new to me, but it also seems...something less than fresh. Mainly in the sacrificing blood to get power part.

I won't go out of my way to down vote this item on creativity grounds, but it won't be that hard for other items to feel more creative to me than this sword does.

6. Reading for audience appeal
The job is to design game products that gamers will buy. So a very legitimate question is, "Will gamers want to buy the supplement just to be able to use this item at their table?" If yes, that's a good reason to up vote.

I think gamers will want it. It has audience appeal to munchkins, and there are many of them. Blood items are not very original, not super-fresh and therefore using blood doesn't prove to me how creative the writer can be.

BUT there's a reason that we've seen a lot of blood items. The audience is clearly into them.

This is where not being too outside-the-box creative actually helps.

Swords are always a popular weapon. Blood is always a popular visual. The wounding and blood crystal pursue that with determination.

Yep. No reason to think you don't know your audience. If it comes down between this sword and some other item that re balanced on every item of analysis except audience appeal, you're very very likely getting the up-vote.

7. Reading for the joy of the word.
Did you write clearly?
I don't care about a typo or the misuse of a single piece of punctuation, but do you have errors or style choices that disrupt flow?
Do you have style choices that enhance the flow - are you creative with sentence structures and do you have the capacity to consider cadence when selecting from synonyms?
Does the mood of the writing reflect the mood of the item? Perhaps a droning monotonous rhythm would enhance certain items.
Have you thought through the theme of your item and made sure that every time you have an choice between two words or two phrases you select the one that furthers your theme and reinforces your imagery?
Do you add wondrous, unexpected depth under the clear surface, in which attentive readers may immerse themselves?
Most of the time this feedback will not focus on anything you've done wrong, but on moments where a designer misses an opportunity to do something amazing.

Okay, before anything else, since this is about good writing: please note that the first sentence is actually 3 independent clauses separated only by commas and employing no conjunctions. You could have used 2 semi-colons instead of the 2 commas here and at least have been grammatically correct in your creation of a single sentence out of 3 independent clauses. But really I'd prefer that at least one of these independent clauses be converted to a dependent clause, then hack off just one independent clause to become its own sentence, so you have 2 sentences where now you have only 1.

In any case, it's a detail of grammar that didn't particularly take me out of the reading - so it doesn't count even moderately against you, for sure, but it probably was lurking in my subconscious even before I noticed it consciously. Written as it is, it simply doesn't flow as well as it could. While not automatically bad, you've missed an opportunity to make it good.

Moving on.
What color is the blade? "This crimson blade"
What color does Paizo use to describe blood crystal? "Unfed blood crystal has a pale pink hue, darkening toward deep crimson as it becomes saturated with blood"

So this is cribbing off paizo rather than your own description? "Crimson" is certainly not as boring as red. Certainly it's a better word for a blood item. And yet, it's not wowing me with the imagery either. You don't even have to be someone who dislikes the vague "red" when compared to "crimson", you just have to be able to read Paizo's description of blood crystal and copy.

I'm not saying you did, of course, I'm just pointing out why this doesn't wow me.

We go farther with the description, and find:
"it has a disturbing aura that evokes hunger"

Well, okay. I don't really viscerally feel - "yeah, I'd feel hungry!" or even "yeah, I would sure feel disturbed if I felt hungry in that moment" - but having the item evoke an emotion is thinking well beyond just reciting its appearance.

But this word "hunger" is gnawing at me: then I figure it out. Why isn't the emotion evoked a restlessness or a directional focus? This is a "seeking" blade, right?

But really, in no way is it a seeding blade save the name. Suddenly I'm thinking that to wow me with your writing, a better approach would have been to name the sword "bloodhungry" and then - to make sure you're not just repeating yourself in a way that can come across as boring at worst and at best would fail to take advantage to show off your vocab and creativity - when describing the aura you, yourself, speak of hunger without naming it. Evoking it, if you will.

For example, you might have tried:
"Every time it is drawn, this crystal blade shines a different shade of the same bloody hue, always more pale the longer it has gone without gorging in battle. This +1 wounding blood crystal longsword feels lighter than its expected weight when the blade is pale, but seems to compensate for its lost mass with an aura of starvation and want that burdens the wielder's soul."

Holy Heckfire, that sword wants to EAT ME!

And with a description like that, the sword's willingness to grant me power if I feed it my blood (or withhold its power until I lose my blood to it - take your pick) really seems to manifest as part of a theme, as part of the personality of an item you may not wish to trust, instead of merely "a cool power a player would want".

In general, this item wasn't created with SuperStar writing.

But it's got this very important thing going for it: it's clear.

You don't have any bad writing habits that cloud your ability to communicate. That's amazing. It's hard just to get that far with your writing skill, since so many of us write as we speak...while forgetting that with speech we have tone of voice, cadence, body language, and other communication aids that clarify words and phrases that would otherwise be confused.

Having said all that, I'll just address one more thing that's bugging me, otherwise you get the ideas I'm trying to communicate and you're not going to submit this same item with a bit more violet in the prose next year. So it's not worth it poring over it for details.

Just this. Just this one more thing that's bugging me:
"the pommel and cross-guard is full of thorns with dried blood. "

Actually, the pommel and cross-guard ARE, not is.

But here's the climactic thing: Thorns?

Really?

You're kidding me?

You've got a crystal item and a word, shards, that perfectly describes what the wielder is going to see, but you use thorns instead.

Without the sword growing, without the hilt-wrap being crafted in the form of a bramble-vine, without something that communicates "plant", thorns just makes no sense.

And since the weapon is all about blood - and blood is a feature of animals not plants - there's no reason to veer away from the "shard" imagery (even if by being the more expected word one might also concede it is the less creative word).

This is blood and crystal. Plants have neither. Why are their thorns? Shard isn't necessarily a really creative word. Others might come up with a more creative word. But it would be correct and would not push me away from your theme. I really can't reconcile thorns with either blood or with blood-drinking. Sure they're damaging. Sure they're piercing. Sure that can result in getting blood on them. But thorns don't {b]drink[/b] blood the way the crystal does. Thorns don't give you power in exchange for blood. There's just no reason at all to make this thorns. It's driving me batty, like you had some additional plant theme and then cut that out for length but forgot to change thorns.

In any case, it's writing that doesn't evoke the weapon you've actually described, so it's not superstar.

But as I said, you don't have any bad habits with writing. You really write clearly. You communicate your intent very well.

The part you're missing isn't communicating your intent, it's communicating your creativity.

8. Rule checks:
is the item over-priced or underpriced?
What about caster level? Did you use 1st when Bane or Craft Wondrous Item has a higher level requirement?
Although the entire point of magic is to do things one could otherwise not do, nonetheless Pathfinder must have rules and I can't interpret every single conflict between an item and Pathfinder rules as simply a case of the magic of the item overcoming those rules.

I previously mentioned the swift action causing an effect that lasts longer than 1 round. I also mentioned the swappability of normally permanent weapon enchantments.

But these are not beyond the capacity of magic, and they were clearly intentional. A CL of 18th is high enough to make a weapon Vorpal, which is the highest CL needed. Because of the obvious ways to circumvent ongoing bleed effects that one can acquire between adventures and the ways temp HP function even when you first find the item, I think the sword just doesn't work as written because of the powers themselves. Therefore, there is no loss of points for the weapon being "underpriced". In fact, the rules seem to have been well followed.

Where methodical checking can be used to help an item (or to stave off errors), you seem to have done very, very well. There aren't even little errors that leave open the question, "typo, or is this a place where the designer doesn't get what is wanted from the assignment?"

Nope. Based on this work, I'd expect the next item you turn out to be just as well formatted and just as carefully attentive to rules - at least rules that can be easily "followed" or "broken" without worrying about anything in between, like a violation of the spirit of the rule which can happen in some cases, and which I feel did happen in this item, particularly with swift actions.

As an editor, I already see great promise and good current work. This is important because you'll be a much better designer if you can edit your own work before turning it over for a last edit/proof by the publisher. They'll love you for this skill.

9. The extra mile
This is all about making things easier for me as your reader.

You don't hyperlink any spells, but if they only appear in the construction requirements and the item doesn't actually directly reproduce all or some of the effects of the spell in a way that can be lifted right from the spell entry, there's no reason, really, to link them. In this case, since none of those spells has any effects duplicated per the spell entry, you're actually being kind to me by not linking. The blue color would be distracting, would call my eyes, would make me want to click, and then I would find ....nothing relevant. If you consciously chose not to link the spells for that reason (and I always assume when someone does the right thing that they've done it on purpose), that is going an extra distance for me. Maybe not a mile in this case, but certainly a couple hundred yards.

On the other hand, the weapon properties could by hyperlinked to the Paizo PRD. You would be going the extra mile for me by doing that and missed the opportunity to do so.

One place where you truly shine with your choices affecting readability is in the use of the bullet list. By setting this off, apart from a paragraph, you make the increasing HP cost pattern immediately apparent, and for those of us familiar enough with the game to recognize keen is a +1 ability and Vorpal is a +5, we quickly guess that the cost is always exactly 2* the equivalent enhancement bonus. And it turns out we were right. If we were wrong, you might get points docked for misleading me. But no, we're right, which means that your formatting itself communicates information like extra words you don't have to type and we need not take the time to read.

That's gold. That's what this section is all about. That's the extra mile.

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Overall verdict?

This is an item that contains no "mistakes" that are as simple as violations of a rule, misuse or nonuse of the format, designing the wrong type of item, etc.

This item is clear about what it does, and the crunch effectively backs it up.

The item is clearly communicated through effective writing.

This item does go the extra mile to make it easy for me to read and grok.

This item is not particularly creative, but neither does it show no creativity.

This item is likely overpowered in any game because of the particular combination of powers.

This item does not have a consistent theme that is synergistically forwarded by name, description, what it does, how it does it, and systematic creative choices.

This item does not have writing such that simply reading its entry is a pleasure.

This item is a middle of the pack item to me.


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