Interesting ideas.<br /><br />
<br />CLOAK OF TIME-SPACE DISPLACEMENT<br />-once per dungeon, may travel 12 minutes into the future...ie. go<br />forward to the next room in the dungeon and interact with the party<br />there. but must return before time is up on the room or be lost in the<br />void.<br /><br />mostly, i figured there was no way jeff would ever let the time travel thing happen, and without that, what was the point of this one.<br />
<br /><br />Yeah, this one is problematic because it may impact the dungeon experience of an entire other party. While some parties may have fun, others may not appreciate it. They could see it as a distraction, or may not want the extra help. Even party members in your group may not want "spoilers" from taking a peek ahead.<br /><br /><br />
<br />CHARM OF FATE AND CHOICES<br />-at the beginning of each room, the DM chooses an option below and<br />then the player chooses one (both are removed until all are used).<br />i figured i would have a deck of 13 cards with some abilities, let the DM choose one, then choose one myself, and set both those aside until the last room (where i get last choice from all the cards)...but that seemed like it could end up being too time consuming in each of the rooms.<br />
<br /><br />Cool idea, but time is the major factor. You'd also be confusing a lot of DM's. Even simply explaining how the mechanism works is going to take valuable time away from the room.<br /><br /><br />
<br />AMAZING AMORPHUS ARTIFACT OF AWESOME ALLITERATION<br />-becomes a copy of any non-artifact item another player in group has,<br />with additional abilities:<br />-entire party gains crit range +1<br />-once per dungeon, gain the effect of any consumable item carried, without expending that token.<br />
<br /><br />Might also need to exclude Eldritch items from being copied. Consumable ability might be strong with the UR consumables (Hourglass of Imprisonment?) and, depending on the rulings, whether it works on charged items (with just one charge left) such as possibly the Wish Ring.<br /><br /><br />
<br />RING OF HEART COMMAND<br />-can speak to natural creatures/animals and they are automatically friendly.<br />- -5 damage from non-weapon melee attacks (claw, bite, etc)<br />-whenever hit by an attack, heal another party member 2HP<br />*set bonus: when party combines this with the 4 rings of elemental command, once per dungeon you may summon captain planet.<br />
<br /><br />Ha ha. Very cute.<br /><br />Maybe you could change the "speak to" ability to: during the first round of combat, the user can engage in friendly conversation with the monster. All other players get a free round to prep themselves (no offensive action).<br /><br /><br />
<br />+2 KEEN SPIKED MITHRAL BUCKLER<br />-always allowed to play ranger (even if already claimed) at +1 level<br />-offhand weapon (3,4,5,6,7,8)<br />-crit on 19-20<br />-entire party gains +2 AC<br />
<br /><br />Seems interesting especially since you're integrating it into an existing set.<br /><br /><br />