| martinaj |
My party is going to find the first piece of a homebrew artifact this Sunday, and I've just about figured out what it does (besides being a macguffin), but I'm still tuning its mechanics.
So I'm still working out what exactly it will do as more pieces of it are brought together, but I've at least got the mechanics figured out for what the one piece will do, but I wanted to double check here to see if I was introducing that would be truly game-breaking into my campaign.
Basically, it's a modular artifact that any character can "plug in" to one of their major class features to give it a boost, but with a cost, and it's generally a difficult-to-control double-edged sword. Here's what I've got for the classes that comprise my party. Any ideas on effects for the remaining three classes would be swell.
For a drone, the mechanic can, as a free action, boost his action efficiency. For the next 2 rounds, requiring only a swift action for the drone to act normally, and requiring the sacrifice of only a move action to grant the drone a full action for the round. Any time he activates this ability, he must make a DC 18 will save or move one step down the mental disease track.
For an exocortex, the shard allows the mechanic to lock onto one additional enemy. Furthermore, when they full attack, the mechanic reduces the penalties by -2, so long as he targets two separate targets of his exocortex. Whenever they make such an action, they must make a DC 18 Will save or move one step down the mental disease track.
| Space McMan |
I'm most familiar with the solarian class, so I'll speak to that one at least.
It's absolutely not worth the cost. The save DCs are very high. A solarian who hasn't taken improved fortitude and iron will won't be hitting a 50% chance to make them until around level 10. So the player must assume they're going to fail those saves more often than not until high levels.
In exchange for being exhausted and unequippable, the solarian MUST use their revelation every other round. They do get a choice by level 9, since they get two revelations at 1st level, and two more at level 9. Until level 9 is reached, that's already unappealing. Black Hole is straight up terrible, and while supernova is better, it hits allies and is less valuable against opponents with good reflex saves or fire resist. There's no chance I as a solarian would ever exchange progressing exhaustion for cycling supernova and black hole every other round.
But by far the worst property is the fact that the artifact FORCES the player to switch attunement every other round. A melee solarian never wants to be out of photon mode, and a ranged solarian never wants to be out of graviton mode. If this part didn't exist I doubt a solarian would ever use the item anyway, but with its inclusion it becomes a serious detriment to be avoided at all costs.
You need to back waaaay of on forcing classes to use their mechanics in certain ways. Solarians don't want to switch modes in combat every other round, and they don't want to use their revelations every other round either. If you keep the high DCs on the items bad effects, you need to give it strong bonuses players can use as they choose, not as you dictate.
| martinaj |
Well, that's why I made it an artifact, and it's value calculation isn't included in my party wealth calculation. Artifacts are supposed to be dangerous and come with a "curse" of some sort, but they aren't forced to use them.
If they hang onto them, they're going to be fairly modular, giving the party to either combine several pieces for heightened effects and easier control, or spread out smaller chunks so everyone can use them at once. But yeah, I guess when you put it that way the Solarian effect seems pretty harsh. That was the first one I put together, so maybe it needs to be tweaked a bit.
What if I just took off the forced attunement swapping and forced activation? Then it becomes "you can quickly spam one of your zeniths, but if you aren't confident in your saves you can only do it for a few rounds"