D&D 4E Was There A Mechanical Reason To Restrict Enchantments To Certain Weapons?

b_took

Villager
I'm not seeing a mechanical reason for why, say, an enchantment that gives a weapon bonus damage when you have combat advantage should be limited to light blades. Or why the traditional Holy Avenger was expanded to possibly be an axe or a hammer instead of just a traditional sword, but couldn't possibly be a mace.

Are there mechanical subtleties I'm missing, or is this mainly a flavor thing?
 

log in or register to remove this ad

I'm not seeing a mechanical reason for why, say, an enchantment that gives a weapon bonus damage when you have combat advantage should be limited to light blades. Or why the traditional Holy Avenger was expanded to possibly be an axe or a hammer instead of just a traditional sword, but couldn't possibly be a mace.

Are there mechanical subtleties I'm missing, or is this mainly a flavor thing?

Well the main reason is to make weapons feel different. Similar to how there are different feats for different weapons (like expertise feats) being different.


It also has to so with class fantasies being different. Light weapons being for the rogue (and similar characters) being more about being sneaky and getting advantage over enemies.


One part of making different classes in 4e feel more different is also over the different weapons.
 
Last edited:

That seems to be more of a flavor thing, then, precisely because the feats for weapon groups already do the job of differentiating the weapons.
 

That seems to be more of a flavor thing, then, precisely because the feats for weapon groups already do the job of differentiating the weapons.
But many of the feats for the weapon groups where introduced later.

Initially there where not many of them like all the expertise ones came later. And enchantments did help to make different weapons feel more unique.


Also some enchantments are for balance reasons. Like the Vorpal Blade, dealing additional 3d12 damage is meant to mirror 3 weapon dice. And thats the damage of a two handed weapon.


In addition the 1d12 crit damage and rerolling damage dice is on a weapon rogues could not get because that would be really really strong with their sneak attack AND potentially enhanced crit rate on the rogue subclass.
 

It's not about what was introduced later, it's what was included at the start. Hammers vs axes vs heavy blades very much stood out in the PHB, with some light blade and polearm on the side.

Keeping certain effects away from Sneak Attack dice is interesting; that is indeed a mechanical reason for limiting certain enchantments to weapons a rogue can't Sneak Attack with. (I wouldn't say it's a very good reason offhand, but it is a reason. :)) Though 1d12 crit was available with a Vicious weapon, anyway.

Given that items and magic items were one of the last things being worked on before the PHB came out, there may even be some slashing/piercing/bludgeoning legacy going on.
 

Sure 1d12 crit was available, but not with other good effects on top.

For me the different weapons start to feel really different with the essential expertise feats. Its feats you want to get anyway, with every weapon, and makes them mechanically more different.


So for me having different effects on different weapon types does help.


Of course you can see some of these things being "flavour", but having the bludgeoning weapon having things like resounding weapon which can daze, and swords etc. not makes sense and does make them feel a bit different.

Duelists weapon plays into the "rogue" light weapon thing about wanting to have combat advantage, and its also something which is a lot easier in general to get on melee weapons (at least early in 4E), so it makes sense thats not also on range weapons (for balancing concerns).


Pact Blade is a weapon implement, and you dont necessarily want them on too strong weapons, so light blades only.


Berserker Weapon would be a lot stronger on a ranged weapon, because the bonus of being easier to hit will be a lot smaller disadvantage when you are not in melee range anyway.



So overall it is definitly a mix of flavour, making weapons more different (which partially is flavour) and some balance concerns.
 

Recent & Upcoming Releases

Remove ads

Top