Difference between revisions of "Wild talk:49 Beat Down(s)"
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Shouldn't the greater effect be 200%? This would be a proper balance to the 50%. Also, a one-in-four odds of being halved makes me less inclined to use it at all. --<strong>[[User:Wizardoest|Randy]]</strong> ([[User talk:Wizardoest|Talk]]) 14:43, 4 November 2010 (UTC) | Shouldn't the greater effect be 200%? This would be a proper balance to the 50%. Also, a one-in-four odds of being halved makes me less inclined to use it at all. --<strong>[[User:Wizardoest|Randy]]</strong> ([[User talk:Wizardoest|Talk]]) 14:43, 4 November 2010 (UTC) | ||
:Making it 200% turns the item into an "out of combat, heal party to full" item. --[[User:Mqs|Mqs]] 14:44, 4 November 2010 (UTC) | :Making it 200% turns the item into an "out of combat, heal party to full" item. --[[User:Mqs|Mqs]] 14:44, 4 November 2010 (UTC) | ||
== Added 5 NPCs == | |||
FYI. --<strong>[[User:Wizardoest|Randy]]</strong> ([[User talk:Wizardoest|Talk]]) 21:15, 12 November 2010 (UTC) |
Latest revision as of 13:15, 12 November 2010
Rod of Channeling -- +1 Light Mace; 30' range to drain your own HP to heal a willing ally. Supernatural. Roll a 1d4 after deciding how much HP you want to lose: 1 = heal 50% (truncate); 2,3: heal 100%; 4: heal 150%.
Shouldn't the greater effect be 200%? This would be a proper balance to the 50%. Also, a one-in-four odds of being halved makes me less inclined to use it at all. --Randy (Talk) 14:43, 4 November 2010 (UTC)
- Making it 200% turns the item into an "out of combat, heal party to full" item. --Mqs 14:44, 4 November 2010 (UTC)