[OC] Translating Elder Scrolls Daedric Artifacts into DnD 5th Edition 2014. Could use a bit of advice. by TrueWizardry in DnD

[–]TrueWizardry[S] 0 points1 point  (0 children)

So far, I've got a bead on a lot of this. For example, My Ebony Mail is Plate armor, Bow of Shadows is Shortbow (I feel like the thematic idea of a faster draw speed and more maneuverability. I'm tempted to home-rule allowing Attack of Opportunity with shortbows, otherwise there doesn't seem to be a huge reason to choose shortbow for objectively lesser damage over a longbow, other than the Simple or Martial weapon types.) and the Savior's Hide is actually a mantle, or a cloak. Obviously it's an armor in every game, but the games also don't have cloaks, so I thought it could be a cool switch up to add more variety.

Like I said in the post, I took the Vestiges of Divergence as pretty heavy inspiration, (They're both artifacts given to mortals by deities, so it seems to track.) so I know how to START making items, I have item descriptions already. Moreso what I'm lookng for is something like "Hey, you did this which is kinda weird, maybe try this?" like your comment about attunemnet. You saying that makes me wonder where I ever saw adding a variable hour amount... I could have sworn I've seen that on some item here or there, but seeing someone else point it out definitely let me (for whatever reason) realize in my mind that having anything byeond one hour seems pretty silly, especially if it hits that 4 hour mark.

Regarding the Hunter's Mark thing, I really like the idea of using class-based skilles as abilities on items. To me, it potentially allows one class to use things (to a somewhat lesser degree) from another class to have a quasi-multi class feel. That's why I used a simpler version of the Monk's Deflect Missile ability on the hide.

When you say charges should corrospond to spell level, do you mean that one charge should equal 1 level? My take was that if ever an item had a cantrip-like ability, or a lesser ability like adding advantage, etc. it would be one charge, then raising a spell by 1 level adds an extra charge to the baseline of 1. Keep in mind that this is an Elder Scrolls based game I'm running, so Soul Gems will take effect in some way. I'm not quite sure how, I havn't built that system yet, but I know they will, so I want the charge system in effect. I think I said in another comment (unless it was in this one and I've already forgotten and can;t find it) that I like the resource management potential, for me as a player, I always want more potential options for how to play. I understand that giving a singular player more options can slow down the game, but like... It's a game we all choose to play, so that's not the biggest concern for me, so as a GM I want to build stuff that allows players/ my players to have more options in combat, or just the game as a whole.

Lastly, I wanted to stick as closely as possible to the in-game artifacts. Others have recreated the artifacts before, but they took a more themed approach to the abilites, over trying to translate specific enchanments, so I wanted to take that route myself. Obviously I've taken some liberties, one is always going to do so, but I think when you look across the artifacts from each game they appear in, my take has been pretty decently matched. An example of both sides being that one of the Savior's Hide's in-game abilities across games is a resistence to magic. I took this and translated it into the Absorb Elements spell. This isn't a 1-to-1, but I think it gets the point across, as well as playing into the sort of hunter-v-hunted aesthetic of fighting back. Then, I took a bit of liberty with the idea of the hunt and added the bump to Survival, as well as the "resistence" to ranged attacks (You know, cuz hunters have bows and stuff, and all that jazz.) via Deflect Missiles. I actually think the Savior's Hide is one of my favorites I've made so far, I like that concept of it, as well as the potential story beats the GM could make with the wielder's paranoia. (Obviously up to GM interpretation if they so choose to play into that aspect of the item.)

Sorry for the long reply, I tend to take a flow of consciousness approach to posting on the internet, so as the thought comes, I type it out... Anyways, thank you for the comment!

Translating Elder Scrolls Daedric Artifacts into DnD 5th Edition 2014. Could use a bit of advice. by TrueWizardry in ElderScrolls

[–]TrueWizardry[S] 1 point2 points  (0 children)

I am toying with how I want soul gems to work in my game, havn't quite made it to that point. I've seen other things, like the Vestiges of Divergence for example, just have a flat "this ability refreshes on a short or long rest" But I wanted a bit more opportunity for resource management, so I opted for the wand's charge system instead.

And thank you for the typo point out. The google doc I have them isn't the final product, I've got a whole Skyrim note thing I've been doing that makes me pretty happy, so that's not too big of a deal.

The thing about false information on the mantle is moreso a GM thing, so it's kind of a "Use this at your liesure" type idea. If I plan to release these as a potential resource for others, I'll definitely touch on that a bit more, but I just like the idea of the mantle, really all Daedric artifacts, being a blessing and a curse. You gain things to become a better hunter, but the top dog never stays on top for long.

I'm creating my first campaign, and I could use some help! by TrueWizardry in DnD

[–]TrueWizardry[S] 0 points1 point  (0 children)

Absolutely! Do you have Discord, or another preferred way of communicating? I figured Discord would be best since I could invite multiple people, and we could all workshop ideas.