Thank you for posting my feedback Neil, it's very much appreciated. I was worried when I posted my item and saw 500 posts already that you guys might run out of steam. You guys are posting machines and I think everyone is very grateful for this.
It's really interesting to see that my item at least got a few keeps at the start, so I'm not doing too much wrong perhaps. Sounds like the marks against my item were poaching class abilities, boring and makes adventuring easy.
I figured it would be okay to sort of poach some abilities, considering how restrictive the ability is, in that is doesn't replace the need for a rogue. Firstly it only helps with traps that have the alarm proximity trigger, which is only like 1/3 of all the traps written in the core book, it doesn't help against non magical traps or any magical one which does not have a password.
Also I didn't think that rogues could use their trapfinding to detect alarm spells (that weren't incorporated into a trap) like they could with firetrap and glyphs? So I thought I was creating something that does less than what a rogue does, but also something a rogue can't do.
On top of that I figured the ability to learn the command words of magic items without detect magic (and possibly with linguistics) would be a nice ability. You only learn the command word, so it's less than if you had the ability to cast identify, but then it works without detect magic or identify.
I checked my item up against all the auto reject categories and never thought of my item as coming up against the makes adventuring easy or makes DMs job harder categories. I figured most DMs would just gloss over what the password actually is and just say that the player knows it, much like with magic item command words. And I figured it didn't make adventuring any easier than say a cleric casting find traps did.
I agree that my item is kinda boring though and thats a fair enough reason for reject. I didn't realize it until after I submitted, that I had refined the item so much that it lost quite a lot of flavor. I think I was too safe in my submission. Spending too much time refining the writing and rules to avoid all possible technical errors, when really a few errors are forgivable if your item is amazing, as I learnt from seeing the top 32 items, which are all fantastic.
Thank you for the opportunity to participate in this amazing competition, you'll see me next year for sure :)
Neil Spicer wrote:
Roy Wagner wrote:
Cipher Ward Cloak
*...Interesting. It's like a hacker device for pass phrases built into abjuration spells. Of course, this wouldn't affect spells that trigger based on your alignment, race, etc. Just the ones requiring a password. On its surface, I kind of like the idea. It also has vibes of what I imagine a Cyphermage from Riddleport might design...or a high-level wizard arcane-spy-wannabe.
*...Mechanically, however, I'm wondering if a Linguistics or Spellcraft check makes the best vehicle for resolving password hacking. It's certainly an innovative way to go about it. But it also makes this item hard to price. Is 12,000 gp enough? I'm inclined to think it is...
*...Lastly, I'm also left examining this device and considering how often it would see use in a game. Do PCs routinely encounter password-coded abjuration spells? I don't think they do. And that makes this item feel a lot more like a home campaign item.
*...Regardless, there's some spark to this thing. It's written well. They used the provided template perfectly. Mechanically, it's a little suspect, but holds up. And thematically, it's got the seed of a good core idea. I'm inclined to Keep.
*...Only rogues can detect magical traps (like glyphs, symbols, etc.) with the Perception skill. This item lets you bypass that limitation, which means it's stealing from the rogue class. Reject.
*...Awww, c'mon...you telling me wizards wouldn't develop an ability (even in a wondrous item) to bypass one another's wards by figuring out the passcode rather than thunderously tearing down one another's abjurations with dispel magic, etc.? I mean, knock and find traps steal bits and peices from the rogue class, too. Besides, I always hated the fact that you had to be a rogue to bypass magical traps and glyphs. This is case where I think breaking that rule could be appropriate.
*...At-will detect magic to detect it. Dimension door to bypass it. Erase to erase...