Talk:Change Magnetics (3.5e Power)
From Dungeons and Dragons Wiki
Ratings[edit]
Blocked Rating |
Ghostwheel opposes this article and rated it 0 of 4. |
---|---|
EDIT: |
Remember it only can control certain types of armor and weapons. Much like real world where only certain metals have magnetic potential (outside a lab). Thus a druid with darkwood weapons and armor is completely unaffected as is a dwarf in mithral.--Franken Kesey 14:27, 10 May 2019 (MDT)
- Except most enemies with manufactured weapons use steel in general, you don't tend to face hordes of druids, especially ones who focus on the use of weapons. --Ghostwheel (talk) 14:33, 10 May 2019 (MDT)
- Changed to very high. I think the DC is too high. What would be a good DC?--Franken Kesey 15:02, 10 May 2019 (MDT)
Problems[edit]
This power has a couple problems:
- It the wrong discipline, it should be psychokinesis.
- The Strength DC is insane, it could just be DC 10 + Manifesting ability score mod and it would be fine.
- It also duplicate to unique kineticist powers and give access to it to all psion/wilder. Even if it limited to metal, that kinda shifty. I recommend doing the things above and then putting it only on the judge list.
I don't understand why you put all these powers on the Psion/Wilder list. They are clearly designed for the judge, why make the judge essentially redundant by giving the otherwise superior Psion all their option? --Leziad (talk) 16:03, 10 May 2019 (MDT)
- Fixed discipline and DC. It is somewhere between control object and retrieve. With restrictions on what kind of objects can be affected. Acts in many ways like Magneto's power.--Franken Kesey 16:14, 10 May 2019 (MDT)