Talk:Lucky Horseshoe (3.5e Equipment)
Ratings[edit]
Foxwarrior is neutral on this article and rated it 2 of 4. | |
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It's just screwing with numbers, which isn't great, except that some of those numbers are really hard to screw with using other tools (Far Realm occurences, Rod of Wonder, Deck of Many Things, etcetera), which is amusing (and likely to unbalance things a bit). |
Limiting clause?
I'm thinking of including the following clause to prevent lucky horseshoe hoarding: "You can only use up to ten rerolls from lucky horseshoes in a single day, no matter how many of them you have; however, the rerolls from any given lucky horseshoe are used up for that lucky horseshoe for that day. (You could use ten rerolls from ten different lucky horseshoes, and then you wouldn't be able to use any more rerolls from any other lucky horseshoes for the rest of the day, but each of the lucky horseshoes you used would have one reroll used up.)" However, this would prevent players from being able to use refresh magic and its variants to get some extended use out of it (and before you ask, the lucky horseshoe would be treated as having a maximum of ten charges for the purposes of recharging). Furthermore, since the lucky horseshoe is an amulet, it needs to be worn to utilize its benefit, which means that there would be some sort of action cost for amulet-swapping. So, basically, I'm on the fence about it. Does anyone else have any opinions on it? --Luigifan18 (talk) 20:10, 23 November 2012 (UTC)
- Well, given that the wish economy uses a 15000 gp cap, I'm not sure you'll have many campaigns where the party as a whole ends up with more than one or two of these. I'm slightly more concerned with the 10 rerolls of a single roll situation. You can't use it to make an enemy fail their save (most of the time, at least), but subtle munchkinery with lifestealing attacks is still an option. It's also quite good with the deck of many things, but I suppose time regression deals with it already, so you're not breaking it more. --Foxwarrior (talk) 20:25, 23 November 2012 (UTC)
- Actually, you can use it to make an enemy fail its save, but only against something that you directly caused to happen. Likewise, you could use it to make an enemy fail to dispel a spell you cast. Does the present wording make that unclear? As for 10 rerolls... well, that's why I made the minimum caster level 8. Lucky streak is actually a 2nd-level spell (for wizards and sorcerers, anyways; it's a 1st-level spell for bards), which means that the minimum level to cast it is 1, 3, or 4. This item's effect is much more powerful than the spell, so I altered the minimum caster level accordingly. --Luigifan18 (talk) 20:39, 23 November 2012 (UTC)
- Oh, well forcing someone to reroll their save 10 times until they fail it isn't much weaker than casting the spell ten extra times, and an item that casts eleven SoDs as a standard or swift action is stupid. --Foxwarrior (talk) 20:51, 23 November 2012 (UTC)
- Point taken. I tweaked the item to provide 12 rerolls and made each reroll more expensive (raising the market price accordingly), but imposed a limit of four rerolls per check, save, roll, etc. I also raised the minimum caster level. --Luigifan18 (talk) 21:27, 23 November 2012 (UTC)