Talk:Blood Idol (3.5e Equipment)

Higher level versions
This should have higher-level versions in order to scale with character level. Keep the penalty the same, but increase the healing while increasing the exponential of the price.

So 2 healed would cost something like 1000, then 3 healed for 2000, 4 healed for 4000, 5 healed for 8000, and so on, perhaps to a max of 8 healed at 64k (following the same cap as per-epic bracers of armor).

Formula for above is 2^(HP healed + 1) * 125. --Ghostwheel (talk) 17:55, 5 September 2014 (UTC)


 * While I considered doing that, I have yet to figure out a good way to do it. Getting 8 healed per hit is nice, but you'll end up with hasted dual/multi wielding builds abusing the hell out of it. Given enough opposition, such a character could have a dozen or more weak attacks at a high bonus and regain pretty much all their health in a single round of combat. They could even get their hands on, say, tiny sized shuriken or senbon needles, poke away at the party tank for 1 damage per hit to regain all their health and have the ally just quaff a potion or be healed back to full with one spell. While such recovery rates aren't necessarliy game breaking, 8k gold for 5 hp recovery per hit could come over as a little bit on the cheap. --Sulacu (talk) 18:09, 5 September 2014 (UTC)


 * Can you wear it, cast remove curse, and keep wearing it without the hp penalty? -- Eiji-kun (talk) 18:28, 5 September 2014 (UTC)


 * It would be 64k, not 8k, for 8 HP per attack if you follow the pricing formula above, which also conforms to the way most items scale in D&D 3.5. --Ghostwheel (talk) 18:47, 5 September 2014 (UTC)


 * To Eiji: No, no you can't. That would be like having one's cake and eating it, too. The curse will just come back if you still wear it or put it on again.


 * To Ghostwheel: Actually, most items in D&D scale quadratically, whereas your suggestion scales exponentially. That aside, I was talking about the 5 HP per attack version, which thanks to your price formula is 8 times cheaper than the 8 HP per attack version. Quite a leap I daresay, considering 5 HP per hit can still be extremely powerful. --Sulacu (talk) 19:15, 5 September 2014 (UTC)


 * Stop being such a nitpicker. If you've got a hang-up over doing it exponentially, and want to do it entirely the same as other things, just make it HP gained ^ 2 * 500. So for 8 HP, the cost comes out to 32k. Which, overall, is half of what I came up with before, but pretty small compared to the WBL of characters that can afford that, and a few levels higher. And double it (or quadruple it, maybe) for the same item without the penalty. No clue why you'd think that 8k for 5 HP gained per hit would be a good idea though... --Ghostwheel (talk) 21:49, 5 September 2014 (UTC)


 * You said your formula 'conforms to the way most items scale in D&D 3.5', which was simply untrue, so it was more a correction rather than a nitpick. If prices for magic weapons were exponential starting from 2k at +1, a +5 vorpal weapon would cost over a million gp.


 * And actually, I thought 8k for 5 HP gained per hit wasn't a good idea. The reason why I haven't written up stronger versions of this item yet is because I am not yet confident that stronger versions are a good idea for this item, or at least not without making the penalty a little bigger as well. It is, after all, still a cursed item, which would make it somewhat cheaper than it would be otherwise, but I do feel the curse should scale a little bit along with the benefit. For the time being, I will leave the article at what it is now. --Sulacu (talk) 22:03, 5 September 2014 (UTC)