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DMG II: Stunning Surge too good?

gfunk

First Post
In the DMG II you can add the Stunning Surge quality to your weapons.
+ 2,000 gp
After you hit successfully, you may declare its use
Target must make Reflex save with DC = 10 + 1/2 your level + Cha
Failure = stun for 1d4+1 rounds
Can use a total number of times/day equal to Cha modifier

Is this enhancement too good?

It seems to break the mechanic for Fort save for stunning effects. Our party has used stunning surge weapons to devastating effects against big bruisers (Giants, Gargantuan Aberrations) that have great Fort saves but crap Reflex saves.
 

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DM_Matt

First Post
In the hands of a Paladin or Cha-based rogue, yes. However, since the uses per day AND DC is tied to Cha, its not that great for fighting characters without a very good cha. Then again, that is sort of like saying a weapons ability is not good for wizards. When its appropriate to a character type, its very, very strong.
 
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Li Shenron

Legend
It definitely seems very good for such a small price. A +1 equivalency would have been much better IMO than a flat +2000gp. The power is a bit like Stunning Fist, except that the duration is much longer, and IMO 2000gp for a feat would be already cheap.

More than being unbalanced (hard to say when the cost is flat anyway), I think the design is very bad. Fortitude save would have made much more sense, and Cha is off the line too.
 

Shin Okada

Explorer
That very item is the reason why our play group stop using DMG II items. Too cheap. Too effective. And "reflex save or stun"?

Yes, IMHO that is too good. If we introduce DMG II items to our campaign, so many people will start to add that Surge to all of their weapons.

Compare that surge against Devoted Inquisitor feat. + 2,000 gp per weapon gives far much better ability than a feat!
 

DM_Matt

First Post
Shin Okada said:
That very item is the reason why our play group stop using DMG II items. Too cheap. Too effective. And "reflex save or stun"?

Yes, IMHO that is too good. If we introduce DMG II items to our campaign, so many people will start to add that Surge to all of their weapons.


I've banned the surges except in plot items / artifacts. They cant be bought on the open market, but becuase they are very strong, unusual, and are among the few abilities that tie in to their owner's power (based on their ability scores), they still should have a place.
 

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