| Joe Homes Editor |
So, I have a gun tank in my home campaign. He wants to add abundant ammunition to his beneficial bandolier, either as a constant effect or as a times-per-day activation.
Either way, this combo seems extremely powerful... to the point that I want to ban it. He could just fire adamantine rounds for free all day long, making my robots' hardness basically irrelevant.
However, it doesn't seem reasonable to ban an item that's basically just adding a 1st-level effect to an existing item, especially when the party cleric can just cast the spell on the bandolier all day long anyway.
For party balance reasons, I want to avoid making the cleric even more of a background character to this super-powered gun tank so that she has fun too. Thus, I don't want her optimal choice every combat to be casting a buff on the gunslinger on the first round. I'm tempted to allow the bandolier for that reason alone.
This is an Iron Gods campaign, so we also have access to tech rules. I could make the bandolier run on nanites or something.
I've bandied this about the office a bit, but I'm interested in other opinions too. What would you do? How much would you charge for something like this? (I'm assuming as a given that the standard magic item creation formula is way to cheap.) Would you ban this combo, allow it, or make the item an artifact?
Thanks for your thoughts!
| Joe Homes Editor |
| 1 person marked this as a favorite. |
Sometimes, you just need to say "no."
Follow that with "this is for the good of the campaign. You're not wrong, it is awesome, but it will break everything, so no."
It helps to be a nice guy while you're saying this.
And a consolation prize of some kind might be in order.
Thank you, Mr. President.
| Joe Homes Editor |
So in the end, my fix for this problem was simple: I made Abundant Ammunition a 2nd-level spell across the board. This made the spell a lot more difficult to get access to (and not as trivial to cast), and it puts the item my player wants just out of his reach until he gains a bit more wealth.
I didn't want to ban the combo, because I'm hoping that my players will take advantage of the opportunity to create cool stuff with the tech construction rules and I didn't want to discourage that creativity. I also didn't want it to be cheaper to simply buy a wand.
In addition, Abundant Ammunition is probably too good for a 1st-level spell to begin with, in my opinion, so this ruling is satisfying for me on a different level!
Thanks for your thoughts!