Mike Steele wrote: +2 Holy Avengers: It kind of seems like this should be saved for next year, when the transmute is available, so this is orderable as a PYP for the entire time the Relic is allowed to be made. By releasing it now, it will be out of print while the Relic is still open to be made.
This, very much this. Though I am also hoping that both the old 2 handed holy sword and the Celestial long sword will be included as ingredient options...
Mike Steele wrote: Charm of Quick Strike: Maybe the odds of getting that bonus combat slide should increase if there are more than one Charm of Quick Strike outfitted in the party? As it is, it will feel like a waste of a slot if multiple people come with it outfitted.
I thought only the Charm wearer got the extra attack. In that case, multiple Charms means that each wearer gets to attack in the surprise round.
Mike Steele wrote: Cloak of Shadowskin: I think this is still overpowered. It is only +1 Saves less than the Greater Cloak or Druegar's Cloak, and I think the ability to stop a Melee or Missile hit is worth more than +1 Saves. Maybe change the saves portion to just +1.
It is only once per game, and you do have to be targeted. But I do see what you are saying.
What if it gave a Reflex save to negate a Melee or Missile attack, once per game?
Mike Steele wrote: Earcuff of the Phalanx: I think this is a good token - even if only one is outfitted, +2 AC seems pretty powerful. Although - is it overpowered if all 10 are outfitted? At that point, it's equivalent to a UR +1 Tower Shield, which seems pretty high.
It is strong, but the Earcuff slot has has some really good choices, so locking a full party in to one each could be tough.
Maybe it could start at +1 for one, and require at least 2 for the +2?
Mike Steele wrote: Eternal Ice Crystal: Should this have a damage wheel in case the Ranger outfits it? Otherwise, it is unusable for the Ranger. Although, I think it probably should be unusable to the Ranger (and Monk I guess), or it gives +3 damage to both attacks, increasing the damage advantage the Ranger has.
Is it really that different than the Orb of Might (+1 to hit and damage). Or using the Stu's Stein offhand and drinking a buff potion?
Mike Steele wrote: Fixed Fate Lt Crossbow: I think this token has the potential to negatively impact future Dungeon design, by auto hitting in situations where ranged is restricted. The Damage Wheel is also too high for a light Crossbow. Maybe it would be OK if it says no "to hit" or "damage" modifiers are applied to it. It might be best to just reprint the +2 Mighty Short Bow.
I agree that the wording needs to be clarified. It should be "always hits if the slid value (unmodified) is 15-20 and ranged combat is possible", or something like that.
Mike Steele wrote: Gregor's Tome of Focus: I MUCH prefer the version that includes the auto-pass on skill check. I think that makes it a very unique and worthy token, instead of just a Focus token. Make the auto-pass portion optional, so that those that want to do the skill test still can. Win-Win.
What if its was "Auto succeed any skill test OR +2 to spell healing/damage on a successful skill test"?
Mike Steele wrote: Jeff, thanks again for letting us all provide input, and extra thanks for listening to that input.
Indeed