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3.5e to 4e conversions
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<blockquote data-quote="Fieari" data-source="post: 6069480" data-attributes="member: 16221"><p>Here's a proposal. The idea is to simulate the strain of wielding something so heavy, with significant penalties. Orichalcum weapons must be enchanted with a weight-reducing spell. While the weight is reduced, the weapon acts purely as an adamantine weapon. However, with a minor action (encounter power?), the weight can be increased momentarily, increasing the base-weapon damage (and thus, can be multiplied by dailies and whatnot).</p><p></p><p>The strain of doing so is sufficient to drain your healing surges. The amount of surges needed is based on the number of size categories it would have simulated-- cumulative. So increasing your base damage 1 step is 1 healing surge. Increasing 2 steps is 3 (2+1) healing surges. Increasing 3 steps is 6 (3+2+1) healing surges. And so on. In addition, whether hitting or not, it will deal shockwave damage around the target equal to half the damage roll, for a burst area equal to the number of steps. After using this ability, you must use a standard, or perhaps a standard and a move action to reclaim your weapon.</p><p></p><p>I'd prefer if the "steps" increased the average damage by about 1 per die... you know, increasing the die type by one up to d12, but that raises the question of how to go above d12's and keep it even.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="Fieari, post: 6069480, member: 16221"] Here's a proposal. The idea is to simulate the strain of wielding something so heavy, with significant penalties. Orichalcum weapons must be enchanted with a weight-reducing spell. While the weight is reduced, the weapon acts purely as an adamantine weapon. However, with a minor action (encounter power?), the weight can be increased momentarily, increasing the base-weapon damage (and thus, can be multiplied by dailies and whatnot). The strain of doing so is sufficient to drain your healing surges. The amount of surges needed is based on the number of size categories it would have simulated-- cumulative. So increasing your base damage 1 step is 1 healing surge. Increasing 2 steps is 3 (2+1) healing surges. Increasing 3 steps is 6 (3+2+1) healing surges. And so on. In addition, whether hitting or not, it will deal shockwave damage around the target equal to half the damage roll, for a burst area equal to the number of steps. After using this ability, you must use a standard, or perhaps a standard and a move action to reclaim your weapon. I'd prefer if the "steps" increased the average damage by about 1 per die... you know, increasing the die type by one up to d12, but that raises the question of how to go above d12's and keep it even. What do you think? [/QUOTE]
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3.5e to 4e conversions
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