da chicken
First Post
kreynolds said:
Well, if you're walkin' down the street with an unloaded M60, sure, people might do a double-take and avoid you, but they won't freak out (assuming walking around with an M60 is like walking around with a great axe). If, however, you're walkin' around with the very same M60, but you got a belt of ammo fed into the sucker, which you can't hide at all, people will have a very different reaction, and it probably won't be a good one.
Most towns IMC's don't let you wander around with a Greataxe, flaming or no. They tend to frown on any weapon they see, which is why there are so many dagger +1's floating about. The lethality of a Greataxe to a standard Commoner (2-5 hp vs 1d12+1.5xStr) is such that making it magically lethal doesn't change much. I was referring to any day an adventurer could expect an encounter, not any day an adventurer would be in town.
Besides, an unloaded M60 is a club and a loaded M60 is a Wand of Lightning Bolts. What we're talking about is the difference between having the safety on or off not being loaded or unloaded. In an adventure setting, you never really want the safety on.
Sure Striking weapons only perform as if they were a +5 weapon in regards to damage reduction. As far as I know, this hasn't changed.
True. However, I'd argue that given the context of time the text was published, it would be reasonable to assume it should include 'xx/+6', 'xx/+7', etc. They couldn't say "overcomes all DR" because then it gets by 'xx/-' and would be worth more than +1.
Have you seen the Elemental Aura weapon enhancement? It's a +3 enhancement but it allows you to select any of the 5 elemental energy types as a free action (once per round). I made a burst version of it too.
Haven't seen it. That would still make mine (3 types, standard action) +2. Better than the +1 modifiers, worse than this +3.
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