| Scruffy6 |
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Holy rune currently reads "A weapon with this rune deals 1d6 additional good damage against evil targets. If you are evil, you become enfeebled 2 while wielding or carrying this weapon. When you activate the weapon, you regain Hit Points equal to twice the level of the evil creature.Activation Command Activation; Trigger: Your attack roll with this weapon is a success or a critical success against an evil creature.
That first ability is fine. That second ability is insane!!!. The command activation is only a reaction. Holy rune has a level 11 minimum requirement. so lets say your facing a evil creature of the same level (11). That means you're healing 22 damage each turn for the low low price of a reaction. That is significantly stronger than any other rune by miles. Not to mention the fact that in your typical Campaign i would say about 50ish% of what you face is evil, 45ish% is neutral and 5ish% is good. The reason why i think it may have been a mistake in production is that the unholy rune only activates on a critical success, if this ability only worked on a critical success as well then i would then say it would be balanced.
| LuniasM |
Consider how much of a creatures HP this restores by a percentage. Even a d6 class with 12 CON (very low given they had 2 level-up increases available since the start of the game) will have a minimum of 83hp by Level 11. Assuming they saw fit to purchase this rune and could make use of a weapon to use it with, then three requirements would need to be met to activate it:
1. Hit an evil enemy.
2. Spend a Reaction.
3. Spend 1 Resonance.
Even if we assume they hit an enemy two levels higher than them, they'd still only heal a total of 26hp. That's just under 1/3 of their HP. Furthermore, based on analysis of average creature damage, it will always heal less than the damage dealt by a single attack from a creature of a given level. For example, the average damage dealt by Level 11 creatures is 26, and Holy Rune would only heal for 22.
Furthermore, a Greater Elixir of Life can be used for 1RP to heal an Average of 35hp with one action, and that's a Level 12 item. A Major Healing Potion heals for 7d8+20hp (average 51.5) and is also a Level 12 item. Heck, even compare a Level 6 Heal spell, which restores 11d8+MOD (average 49.5 plus your casting modifier). The Holy Rune doesn't actually heal much compared to other healing options, and heals less for the same RP cost as other items. It has two main benefits - it isn't a consumable, so it can be used more than once, and it can be used as a Reaction, which makes it more useful in combat.
tl;dr, Holy Rune heals very little compared to expected enemy damage and other options available at the same level, but it's still good since it's reusable and has a lower action cost than those other options. Hardly overpowered.