Dnd 5e 2014 - PC created magic items and how to scale charges - Role-playing Games Stack Exchange
PC created magic items and how to scale charges
Players need to make magic items that can cast spells, but they don't have a specific spell, so they want to use the spells they already have. But I don't know how to scale it correctly. For example, the magic missile cane costs 7 and the cost is 1 each time a spell (level 1 spell) is cast. Therefore, the first level of the spell seems to be 1 at first. The magic wand can cast a spell of a ball at seven levels at seven levels, which is equivalent to the cost of a magic missile stick. So, if a hig h-level campaign character wants to change the spell from a magic wand, for example, if you want to change to a deathfinger, it costs 7 costs, or if it costs more, the expanded fireball is much more than a level 7 real level. Because it is weak.
Question December 13, 2016 16:37 Jusper Nakamura Jusper Nakamura 4. 364 12 12 Gold icon 42 42 Silver icon 63 63 Bronze icon4 Answers 4
\ ______________________________________________________________________________Judging from all the wands that I happen to know, this seems to be a charge for the level of the spell slot used to cast spells. If you look at the version of the 7-level (7c) and the flame wall (this is a 4-level spell, it is required 4c), it is quite logical that if you want to use the death finger for application, you need as much cost.
In your opinion, there is no difference in strength between the seve n-level intense fireball and the finger of death, one is turned to AOE, one of which is one goal, so the potential intense fireball. The more you can do a lot of damage overall.
However, it seems that the inconsistency of 7C has appeared in the ability to call elemental, but it may be a mistake, assuming that it is 7 levels.
RAW has no details in this regard, but it is out of the stove.
Obviously, the cane is operated on different rules. They cost one cost of basic spells, and in some cases, such as Magic Missile (DMG211), as you mentioned, the spells equivalent to the spells are added.
Another point to consider is that the creation time of legendary items is quite large. According to the recommendation of DMG, it takes more than 54 years to make a magician of magician with one spell. DMG P129
500 000 ÷ 25g per day = 54. 795. This is before the introduction of additional rules for vessels in "Zanata r-Commander-".
Reply December 13, 2016 17:30 22. 3k 5 5 Gold token 78 78 Silvert token 117 117 Bronze token \ ______________________________________________________________________________The official sources have no guidance on this, and are inconsistent
The example you use, the Wizard's staff, doesn't follow clear rules regarding charges. For example, he has 7 charges of Conjure Elemental (level 5), 7 charges of Fireball (level 7), but only 2 charges of Knock (level 2).
Anyway, I think spells bigger than the highest value need fewer charges because they are bigger.
The DMG's How to Make Magic Items (see table on page 285) just says:
This column of the table shows the effect of the highest value spell that the item should receive in the form of a one-time quality or similar limited quality. For example, a common item has the ability to cast the 1st value spell once per day (only once if expended). Rare, very rare, and famous items have abilities that allow their bearer to cast less valuable spells more frequently.
This relates to the number of charges.
Make cost scale with charges
If you force players to make magic items, you may face the challenge of the items being very large. For example, if a wizard casts fireball several times a day and prepares a fireball wand, he essentially gets a benevolent spell from this wand. On top of that, you can make it much bigger for his own character if you let the wizard do it himself.
The DMG doesn't specify how magic items are formed, so I hope there's some kind of homemade standard. I'd like to suggest that whatever the price is, it depends exponentially on the number of costs. For example, a single shot bacillus is 100gp, two shots bacillus is 200gp, three shots bacillus is 400gp, four shots bacillus is 800gp, and so on. One of my DMs builds magic items this way to ensure that magic items are necessary but not overly powerful.
Reply February 7, 2017 at 7:54 PM 63, 7k 19 19 Gold Tokens 228. 228 Silver Tokens 325. 325 Bronze Tokens \ ______________________________________________________________________________Damage comparison
First, depending on the DM's style, a single-target damage spell can be larger than an AoE spell.
When balancing your homemade items, take this into account. When the player is fighting several bosses at the front, "Finger of Death" does about 50% more damage than "Flame Ball", which is the 7th value, on average. If there are two or more enemies nearby, the damage of "Flame Ball" increases exponentially with each additional enemy.
Both spells use mostly resist damage types, have strong saves (DEX, CON, WIS), and should be applied at 7th level, per the table on DMG p. 283. Fireball does exactly 12d6 damage, as the table advises. Fingers of Death actually does 62 (7d8+30) average damage, which is almost 61 (11d10), with more of a winning spectrum.
So, according to the DMG, both exist in an impeccable spectrum as Seventh Sense spells. One does 50% damage against 1 creature, the other 37% against 2 creatures, and more than double damage against 3 creatures.
Other effects
But two more baggage must be considered:
- Fingerprints are literally all the time possible to apply. Tactical action is not required, as is the case with Fireball, from your friend in close combat command.
- Besides damage, Fingers of Death has a secondary effect. This spell has the effect of resurrecting dead targets as intact zombie slaves. The chance of casting only this spell in a day at a cost of 7 (your reload 1d12+1 charges/day) means that your player will have an entire zombie-army in the future. This is probably meaningless to his value of power when power is what it is famous for, but this is all the same as superiority overpowering damage).
In conclusion
Objectively, I would give it 7c. Both spells cause losses, and according to the DMG, it is well balanced for what it is considered. The negligible superiority of Finger of Death is easily offset by the hit area of Fireball.
Subjectively, if Finger of Death is imposed on a boss enemy, it can be considered that it takes an average of 20 damage.
What is Multiplexing?
Multiplexing is a technique used to combine multiple bits of data and send them through one carrier. The process of combining data jets is called multiplexing, and the hardware support used for multiplexing is a multiplexer.
Multiplexing is achieved by the support of a device called a multiplexer (MUX), which reduces N input rows to produce one output. Multiplexing is performed on a "many to one" principle, i. e. n input rows and one output path.
Demultiplexing is performed by the support of a device called a demultiplexer (Demux), available at the receiver. A Demux distinguishes the signs on the elements of its signal (1 input and N outputs). Thus, we can say that demultiplexing is performed on a "one to many" principle.
Why Multiplexing?
- A transmission medium is used to send signals from a transmitter to a receiver. At the same time, a signal occurs only once in the environment.
- When multiple signals are transmitted in one medium, the medium should be divided in this way so that each signal gets a certain share of the available bandwidth. For example, if there are 10 signals and the capacity of the medium is 100 units, each signal will share 10 units.
- When many signals share a common environment, contention may occur. To avoid this conflict, the concept of multiplexing is used.
- Data services are quite expensive.
History of Multiplexing
- Multiplexing is widely used in telecommunications, where one wire carries many telephone calls.
- Multiplexing originated in telegraphy in the early 1970s and is now widely used in communication.
- George Owen Squire invented telephone line multiplexing in 1910.
Concept of Multiplexing
- An input sequence of "n" is sent to a multiplexer, which combines the signals to make a composite code.
- The combined characters flow through a demultiplexer, which separates the characters into elements and sends them to the destination.
Advantages of Multiplexing:
- It is possible to transmit more than one signal on one medium.
- It makes effective use of the throughput of the environment.
Multiplexing Techniques
Multiplexing methods can be organized as follows:
Frequency-division Multiplexing (FDM)
- Analog methods.
- Frequency division multiplexing is a technique that distributes the low-cost bandwidth of one transmission medium into multiple channels.
- In the above diagram, one data transmission medium is divided into multiple frequency channels, and each frequency channel is assigned to a different device. Device 1 contains frequency channels with a spectrum from 1 to 5.
- The input signals are converted into frequency bands using modulation techniques and then combined in a multiplexer to generate a composite signal.
- The main task of FDM is to divide the available frequency band into multiple frequency channels and distribute them to different devices.
- With modulation methods, the input signals are transmitted in frequency bands, which are then combined to generate a composite signal.
- The subcarriers used to modulate the signals are called subcarriers. These are Denoted as f1, f2... Denoted as fn.
- Presenter's FDM is used in radio broadcasting and television networks.
Excellent FDM quality:
- FDM is used for analog signals.
- The FDM process is very simple and easy to modulate.
- FDM allows many signals to be transmitted simultaneously.
- Does not require braking to synchronize the transmitter and receiver.
FD M-Disadvantages:
- FDM method is used only when low-speed channels are required.
- Suffers from mutual interference.
- Huge number of modulators required.
- Highest channel capacity required.
FD M-Areas of use:
- FDM is huge in television networks.
- FDM is also used in FM and FM radio broadcasting. Each FM radio station has its own frequency, which are multiplexed together to form a unified code. The multiplexed code is broadcast.
Wavelength Division Multiplexing (WDM)
- Wavelength division multiplexing is the same as FDM, except that the optical signals are transmitted over fiber optic cables.
- WDM is used in optical fibers to increase the bandwidth of the first fiber.
- WDM is used to use the highest data transfer rates on fiber optic cables.
- It is an analog multiplexing method.
- Optical signals from different sources are connected in a wider band of light with the support of a multiplexer.
- At the receiver end, a demultiplexer shapes the signal and transmits it according to the target.
- Multiplexing and demultiplexing have the ability to be achieved with the support of prisms.
- Prisms play the role of multiplexers and have the ability to combine any kind of optical signals into a unified code and transmit the unified code over fiber optic cables.
- Prisms still perform the task of demultiplexing the signals.
Time Division Multiplexing
- This is a digital technique.
- In frequency division multiplexing technique, all the signals work simultaneously at different frequencies, while in time division multiplexing technique, all the signals work at one frequency with different periods.
- In time division multiplexing technique, the cheap continuous time in the channel is divided among different users. As a result, each user is distinguished by a personal time segment called a time plot, in which the sender must convert the data.
- The user has control of the channel only for a specific time.
- In time division multiplexing technique, data is not transmitted simultaneously, but in sequence.
- In TDM, the code is transmitted in the form of workers. Workers have a period of temporal slots, and in each frame, one or a certain number of slots are allocated for users.
- It has the ability to multiplex analog signals etc. as digital, but in the host it is used for multiplexing digital signals.
There are two similarities in TDM:
- Synchronous TDM
- Asynchronous TDM
Synchronous TDM
- Synchronous TDM is a development where the timing plots are pre-specified for each device.
- In synchronous TDM, each device autonomously gets a specific temporary connector, regardless of whether it has data or not.
- If a device has no data, the connector remains empty.
- In synchronous TDM, signals are sent in the form of workers. Short-term slots are organized in the form of workers. If a device does not have data for a specific time plot, an empty connector is forwarded.
- The most famous synchronous TDM multiplexes are T-1, ISDN multiplexes, and SONET multiplexes.
- If there are n devices, i. e. n slots.
In the conceptual diagram of synchronous TDM, synchronous TDM technology is sold. A specific time connector is characterized by each device. Time slots are transmitted autonomously, regardless of whether the sender has data to transmit or not.
Synchronous failure TDM:
For example, empty slots without data are transmitted, even though the capacity of the channel is not fully used. In the diagram above, the first frame is completely filled, but in the last frame of the second frame, some slots are empty. As a result, it can be explained that the capacity of the channel is not used effectively.
- The speed of the transmission medium must be equal to or greater than the sum of the input trains. Another layout of synchronous TDM is considered asynchronous multiplexing by time division.
- Asynchronous TDM is still known as statistical TDM.
Asynchronous TDM
- Asynchronous TDM is a development in which the time slots are not fixed as in synchronous TDM. Only the devices with data to send have different time slots. As a result, it can be said that a time division asynchronous multiplexer only transfers data from a centralized workstation.
- Asynchronous development TDM dynamically distributes short-term slots between devices.
- In asynchronous TDM, the total speed of the input queues can exceed the capacity of the channel.
- The asynchronous time division multiplexer observes the input data stream and creates frames with only data with no empty slots.
- In asynchronous TDM, each connector has a directed share that identifies the data key.
- The difference between asynchronous TDM and synchronous TDM is that in synchronous TDM, almost all slots are unused, while in asynchronous TDM, the slots are fully used. This leads to shorter transmission times and better utilization of the channel capacity.
- In synchronous TDM, if there are N SP-devices, i. e. there are n temporal slots. In asynchronous TDM, if there are n transmitting devices, i. e. there are m temporal slots, where m is less than n(m).
- The number of slots in a frame depends on a statistical analysis of the number of input sequences.
- Concept of asynchronous TDM
In the above figure, there are four devices, but only two devices, A and C, are transmitting data.
The frame in the above figure can be assumed to be done:
The high digit indicates that a proportion of the data has an address to determine the data source.