The Chaos Gauntlet is my interpretation of the Convention of Elements from Diablo 3.
"Gain 179% increased damage to a single element for 4 seconds. This effect rotates through the elements available to your class in the following order: Arcane, Cold, Fire, Holy, Lightning, Physical, Poison."My goal with the gauntlet was to encourage players to make strategic decisions when preparing their spells each day (hence the exclusion of cantrips), and also to influence their tactical decisions of what type of damage to deal on their turn.
Though the gauntlet can be attuned to by any class, the damage table clearly favors spellcasters. I still wanted martial classes to get utility out of it though, hence the roll 20 giving the choice of damage type to the player (as well as the +2 bonus to attacks). The other benefit of the roll 20 is that it promotes the idea of "rolling well," so that spellcasters with limited damage spells prepared still have a slim chance of choosing their preferred damage type. (Note that I made force damage less likely in order to balance the table. I assumed that it's somewhat acceptable because force damage has the least amount of resistances in the game.)

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