Friday, December 20, 2024

The Holiest Avenger: Designing a Targeted Magic Item

NB: this post was written prior to the last play report which you can read here. We’re playing 2014 D&D 5e.

I have been designing a magic weapon for my paladin or ranger this weekend. They’re currently in the final act of the campaign and its time for these characters to get a weapon upgrade – lock in their final loadout. The other PCs already have unique special artefacts tied to their characters and backstories and I wanted to give these two some love. Although I think it’s ultimately most likely the paladin will take the weapon, I tried to ensure the ranger would also be able to use it so the party can decide for themselves who wants to wield which weapon according to their build preferences.

When designing magic items for specific party members, I always try to take the extra time to build something that will complement their existing playstyle. I know many folks dislike the idea of deciding ahead of time which items their players will receive, but I find when magic item discoveries in a plot driven heroic campaign like ours are intentional, the players get a bigger kick out of it. Although it eliminates the possibility of emergent, unexpected item builds and uses, wacky or zany random item placements really don’t mesh with the style of this story.

In the end, receiving a unique historical artefact clearly aimed specifically for their character seems to really fire up my players. They can see their character turning into a hero on their character sheet, and getting to wield the legendary sword Soulcleaver, the Blade that Severs Souls is just cool, god damn it.

Author’s Note: I have a lot of thoughts about intentional vs random items, character-backstory-tie-ins vs coincidental discoveries and the like, but that’s a topic for another post. For clarity, I like to have a mix of all things. In another game I’d love to pull out the random magic item tables, but the style of this campaign was set a long time ago.
For completeness: my bard discovered Soulcleaver early on (which ‘just happened’ to compliment his playstyle as it leveled up), the barbarian has been steadily upgrading his battleaxe to the point it is now a legendary artefact, the ranger took a liking to a buried flaming bronze glaive, and now the paladin is inheriting my version of a Holy Avenger.

Marked Enemies

I had a couple of goals in mind with this weapon. Something I desperately wanted to avoid was complexity: the party are now at 14th level and have plenty of magic items already. Their bonus actions are extremely cluttered (there simply aren’t enough rounds of combat to use all their options) and they each have something like 3 or 4 resources to track (e.g. ability uses per short rest, or magic item charges which recharge daily). That’s a lot to remember! It's too much man!

The other thing I wanted to enable – which is always one of my goals – was tactical gameplay. Although my group aren’t min-maxers, they are by this point very skilled at 5E’s combat system and enjoy playing it optimally. Giving this weapon something which would engage with their other abilities and allow interesting and powerful emergent choices was important to me. (I had to be careful here to not let this clash with my first goal though.)

The key mechanic I eventually landed on was the idea of marked enemies. My paladin has three levels in warlock, and considers Hexblade’s Curse one of their main abilities. They also wield a homebrewed White Dragon Mask (the concept for my campaign was inspired by what Hoard of the Dragon Queen could have been) which enables them to place dragon marks on enemies in combat (see below). Similarly, the ranger is using a homebrew version of the class (which we’re actually super happy with; designed by the ranger's player, a GM himself and burgeoning game designer) and one of its principal abilities is called Favored Foe; basically a reworked Hunter’s Mark that doesn’t require concentration (again, see below).

Homebrew Favored Foe
(Click to enlarge)
The White Dragon Mask
(Click to enlarge)

I thought it would be neat to group all these abilities together and define them as marking enemies, an unoriginal concept I know, but one that hasn’t been formally defined in 5E (to my knowledge). Since both characters have access to abilities like these it fit nicely for the weapon to play off and encourage their use.

This is something I often like to do. Identify how one of my players has built their characters, the tactics that player likes to employ (are they a fast, mobile striker? are they a slow, lumbering tank?), and aim magic items at them that either reinforce their fantasy, or shore up their weaknesses. In this case both players like to single out enemies and focus them down, using their ‘marks’ to boost the effectiveness of spells like Divine Smite or Zephyr Strike, and so encouraging this gameplay was an obvious choice.

Turning my attention next to the issue of complexity, I knew I didn’t want to add any further resources that required tracking to either character sheet, and also didn’t want to further bog down their already overloaded bonus actions. That ruled out item charges, short/long rest refreshes and bonus action attacks or spells. I also didn’t want anything too noodly or situational that would require the player to have to remember a complex niche scenario at all times just in case it came up and they could eke out an incremental bonus.

This basically left me with just actions to play with. Giving my players extra ways to use them, provided they’re balanced, is a nice way of increasing their versatility in combat without directly affecting their total power output (although improving versatility is an indirect buff), and minimizes complexity by reducing the choice to: do I use Action A or Action B? Or do I just Attack?

So, what did I land on?

Well, both characters have Extra Attack. Since this magic item is a sword of some kind, its primary use case should also focus on attacking. I decided I would allow the wielder the chance to sacrifice their second attack when targeting a marked enemy in exchange for some additional effect. This item is called Balance in the common tongue (one of several unique legendary swords like Carver, Biter and Pain which exist in my setting) and so, like the original GM I am, I liked the idea of a healing effect and a harmful effect.

The healing ability was easy. A very simple mechanic, ‘regain hit points’, applied here.

However, in order to make this ability worth using, the amount of HP regained had to be large enough to balance out the potential sacrificed damage (and if you’re aware of high level 5E, you know this is not as simple as it seems). Here I thought of a fun twist. How about the wielder regains hit points equal to the amount of damage they deal to their target? Except that’s boring and overplayed. So, how about instead: hit points regained equal to the total amount of damage dealt to the target before the end of their turn?

On the surface this seems the same. The wielder makes an attack, their turn ends, and then they regain hit points equal to the damage they just dealt. Except, with this wording the wielder is also able to use their bonus action to deal damage to the target, which contributes to the HP they regain. And then, if the target takes damage from any other source before the player’s turn ends, that also contributes to the total HP the player regains.

See, this is that emergent tactical gameplay I was talking about. Now the player gets to use Divine Smite or Zephyr Strike or any other bonus action spell or attack to deal extra damage and boost the amount healed, which is the intended use of this ability and encourages strategic choice (rather than locking them into a boring flat heal). But in addition, if the players are smart and in need of giving the weapon’s wielder an extra healing boost, they can hold their actions or time their reactions to trigger on the wielder’s turn, thus adding to the healing pool.

There are layers of complexity here, but they’re not hard to remember or figure out, and entirely optional. To finish the ability I added a lower limit to the amount of healing, so even if the player misses they don’t waste their turn.

(Click to enlarge)

For the harmful effect, I kept it even simpler. Instead of attacking twice, the player attacks once but deals an increased amount of burst damage on that attack. This is a simple equation: less damage reliability (two attacks gives you two chances to deal damage, one attack is riskier), for a greater damage average. High risk, high reward.

To make it an even higher reward I added minor burst damage to all enemies within reach of the target and increased the chance for the attack to crit.

Finally, as a nice little bonus, you’ll notice I tied the two abilities together. The first ability gives the wielder advantage on attacks for the duration of their next turn, which can then be used to reduce the risk of the second ability missing – encouraging intelligent tactical choices!

It’s fair to say these numbers are untested and may need tweaking. This is something I’m not afraid to do, and you shouldn’t be too. My players understand if I need to nerf something because it’s unbalancing the game.

(Click to enlarge)

With these two abilities I have effectively given the player two extra options they can use their action for: sacrificing damage reliability for an increased damage output, or just sacrificing damage itself for some self-healing. Some pretty basic game design concepts, all things considered, but with a few twists to make things a bit more interesting.

Giving the weapon some bonus damage against fiends and undead (my version of a Holy Avenger), a thematic description and a couple of spells (here I broke my rule and added charges, but kept it extremely simple – I wanted the spell to effectively be ‘usable once every three days’) and we’re done!

You can see the completed weapon below. I borrowed an artist’s rendition of a Holy Avenger from ArtStation for the item card – I don’t have permission to use this art so I’ve omitted it from the post, but you can find the art here: https://www.artstation.com/artwork/YKzayY

As a side note, if you want to use this magic item in your campaign, there are a couple of things to keep in mind. My bard and barbarian already have character-specific unique magic items and I know they won’t be tempted by this new weapon. However if your party is different, be aware the way the weapon is written it will be much more powerful if used by a character without Extra Attack. Consider changing the wording to be more explicit about the need to 'sacrifice' an attack.

Zyríva / Balance
(Click to enlarge)

Wednesday, December 18, 2024

Play report 14th Dec 2024 – MOTD Session 141

We couldn’t play at our normal time this week, so we rescheduled our game to a Sunday morning (for most of the group – for me this was 11pm on Saturday night). Playing in the evening was a nice change for me. Despite it being so late, I had plenty of energy and most of the day to prep. Actually finished my prep before the game started, for once. Go figure.

Characters:
Anabelle, half-elf ranger 14
Trick, human bard 14
Truck, human barbarian 14
Keren, tiefling warlock 3/paladin 11
Retainers:
Adea, Etruscan ex-slave, level 11 human mercenary retainer (Flee Mortals p.166)

Regular disclaimer: we’re playing in 5E. We’re all getting a bit sick of it but it’s the game we’re stuck with.

This week the party continued exploring the Lost Tomb of the Fifth Tribe beneath the city of Caelidia, in hopes of finding the Red Dragon Mask. Having made it past the Tomb of Tinas last week, they now began exploring the main necropolis proper.

The party immediately encountered a series of magically sealed doors scattered throughout the complex. Some of these were smaller and required specific keys tied to the symbols inscribed on their seals, while one led into the Tomb of the Last King of the Etruscans, and seemed to necessitate the building of another three-part key.

The party decided on which trial to complete first and Anabelle dived past a group of electric eels in a submerged cavern to claim the first key, taking a lot more damage in the process than she expected and being forced to use two charges of the Talisman of Tinas, found last session. The party quickly used the key to unseal the boat door, and inside discovered a shrine to the gods Tiur and Tivr, which granted them the benefits of a Hero’s Feast. They also discovered the first part of the three part key.

Bolstered by their early success, the party leaped across the underwater river carving through the necropolis to find the next sealed door. Here, they proved their honour by granting hospitality to a series of increasingly undesirable illusory guests, culminating in the spirit of Sir Pelliton (a long-time much-hated foe they had recently defeated) who handed them the circle key. Behind this sealed door the party discovered the legendary sword Zyríva, also known as Balance, which Keren claimed.

Leaving the chamber of the Trial of Honour, the party began the Trial of the Storm on the shores of the river. With some clever footwork Trick used his Winged Boots to fly around the titanic waves which rocked the shore, dive past bolts of lightning in the miniature storm conjured by the trial and claim the whale key. Unsealing the door of the whale, the party discovered the second part of the three-part key and the Sword of Cliniar, which could only be claimed by someone with Etruscan blood in their veins.

Reluctantly the party’s Etruscan guide Adea grasped the Sword of Cliniar, and with fear and horror the party watched as a column of magma fell from the ceiling to cover her form. When the magma passed and cooled, with relief the party saw Adea still standing, now with a new burn curling up her right arm in the shape of a storm, and the Sword of Cliniar in her hand – the symbol of the kings of the Etruscans.

A tense discussion followed, Adea rejecting her fate declaring “I’m not like you. You’re heroes, you come from across the sea where dragons and magic are real and problems can be solved by the blade. But I’m not like that, that’s not me. I’m of the people that get beaten and trampled underfoot, enslaved and killed. I don’t know what to do with this. I don’t know how to be like you.”

The party handled the situation with delicacy, telling Adea there was no such thing as a fate she had to follow. If she wished she could leave the sword behind and forsake all it meant, but they thought she knew what world she wanted to live in, and that if she wanted to make it happen here was the power to do it. She asked for their help, and they said they would be with her every step of the way. They are heroes, after all.

The party settled down to bandage their wounds and take a brief respite from the trials of the dungeon. They only need one last part of the three-part key, and then they can open the doors to the Tomb of the Last King of the Etruscans and hopefully find the Red Dragon Mask.

Of course, it’s not going to be that easy…

Notes

I like putting these moments in front of the players. Reminding them being heroes is not just about power and steel, but also leadership and responsibility. That the vast majority of the people in the world do not possess the power the characters do, and those people (the good ones maybe) often have doubts or questions about their own worth and ability.

One of the big themes of this campaign has been the idea of the party becoming familiar with the idea they are not normal, and will never be normal again. They first interacted with this in the north with the Duravir (my viking analogue) who were the first to name the party god-touched and treat them with reverence. There was a pretty brutal conversation at one point where an NPC accused the party of being reckless with their gifts, pointing out how their mere presence in the region had already disrupted the Duravir’s complex system of religions and beliefs, and permanently altered the delicate culture of those people. It was really fun for me to watch the players have to grapple with the enormity of their responsibility.

And now, this theme is developing as the party adventure alongside Adea, and explore a dungeon which seems to repeatedly call out to her as the saviour of the Etruscan people. To their credit the party are responding wonderfully, coming into their own as they guide Adea into becoming the heir to the Etruscan throne, encouraging her to stand up and fight for her people.

It’s a fun narrative arc, and I think of it as a more subtle adventure: the challenges of assuming power, and how the party use that power for good in more delicate, social ways.

I was also really happy with my design for this dungeon. I’m using a dungeon map from Dysonlogos (which is a first for me – I think I’ve drawn every dungeon map I’ve used prior to this, but I just didn’t have time this time round) and my prep is very modular in design. I’ve come up with a handful of trials and rewards, scattered them around the dungeon and used whichever seemed appropriate whenever the party encountered a sealed door. We’re using Owlbear which works really well for exploration with its fog of war (see below), although I do slow down play a fair bit as I do some manual ray tracing and reveal the map out to the extent of the party’s darkvision. This isn’t a terrible thing though. It seems to be building anticipation as the map gets revealed little by little.

This dungeon isn’t designed to be explored completely. Next session I’m going to introduce a spanner in the works to shake things up a little, and then we’ll really be off to the races… 


Screenshot of our Owlbear setup with fog of war. You can see where I’ve done some manual ray tracing down the bottom left. The green, red and black circles are the range of certain characters' darkvision, and the blue lines are the remnants of the Trial of the Storm I drew onto the map. Some other details: orange doors are seals, the blue circle is where Anabelle went swimming and the oval shaped room with the raised platforms in its centre was the Trial of Honour.