S
Sunseeker
Guest
Math is often involved in magic, sure. You don't have to give out the blandest possible math-fix junk, and you don't have to attach a tag making it sound better than it actually use (seriously, a +1 ancestral sword in D&D basically means your ancestors were lame). Even then, the big issue with the math tax weapon is the to-hit bonus. Remove that and you still have a boring item, but it doesn't warp the game.
Remove that to-hit bonus, and you can stop dropping swords of math and start dropping low-level items that do stuff like "Weapon attacks made with this weapon ignore 3 points of damage resistance. The weapon emits bright light within a 10 foot radius if goblinoids are within a 50 foot radius of the weapon. Goblinoids within the light created by this weapon suffer a -1 penalty to saving throws versus fear."
Problematically, situational bonuses are always much less useful than non-situational ones.
Great my sword glows when there's goblinoids about...well unless I'm playing a LOTR-esque campaign where the enemies are always orcs and goblins, that's gonna come in handy what...once? Damage resistance is so rarely used, and most of the things with it have like 5+ points of it, we're still on the losing end.
But +hit always matters. +damage always matters. The list of things upn which these won't be beneficial are so infintessimally small they're not even worth considering.
If we're trying to make magic weapons appealing without making them Weapons of +Math, then they ought to enable the character wielding them to do something they previously couldn't. What can't a fighter do? Shoot fireballs and hit things at range real well. What can't a wizard do? Hit stuff up close. So on, so forth. Strangely enough, this theory has been applied to non-weapon magic items since the beginning. Boots of speed for your slow dwarf, boots of flight for your non-casters, ect...
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