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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5] Wounding blade broken?
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<blockquote data-quote="Celtavian" data-source="post: 1061655" data-attributes="member: 5834"><p><strong>Re: Re: Re: Re: Re: Re: Re: Re: re</strong></p><p></p><p><strong></strong></p><p><strong></strong></p><p><strong>True. Many creatures are immune to Con loss, but many of the standard big bads, especially dragons and outsiders (not to mention the PC's), are not immune to Con damage. They are often the most dangerous adversaries you will face at high level barring certain powerful undead. </strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>No disagreement here. I just feel the value of wounding is more than Holy or Sonic. Wounding takes roughly the same hit points (more the higher level the creaure you fight) and reduces Fort saves further setting you up for some of the deadliest spells in the game, on top of that you could just die from Con loss. </strong></p><p><strong></strong></p><p><strong>Another thing to note is that the hit point loss from Wounding cannot be healed until Con is restored. Holy and Energy damage can be healed.</strong></p><p><strong></strong></p><p><strong>Also, there are very few spells that can ward you against Con damage. A 2nd level Resist energy spell can ward you against energy damage, though not much can ward you against alignment damage except having a Neutral alignment (it pays to be a sideline person in D&D). </strong></p><p><strong></strong></p><p><strong>All in all that makes Wounding a very potent ability for only a +2 enhancement. I don't think it would be particularly difficult for a TWF to obtain two wounding weapons and go off like a mad dog leaving his enemies in pools of blood from Con loss as well as the regular damage from the blade. </strong></p><p><strong></strong></p><p><strong>It should probably be a +3 or +4 enhancement in IMO. I'm leaning towards +3, but +2 definitely seems a little low.</strong></p></blockquote><p></p>
[QUOTE="Celtavian, post: 1061655, member: 5834"] [b]Re: Re: Re: Re: Re: Re: Re: Re: re[/b] [B] True. Many creatures are immune to Con loss, but many of the standard big bads, especially dragons and outsiders (not to mention the PC's), are not immune to Con damage. They are often the most dangerous adversaries you will face at high level barring certain powerful undead. No disagreement here. I just feel the value of wounding is more than Holy or Sonic. Wounding takes roughly the same hit points (more the higher level the creaure you fight) and reduces Fort saves further setting you up for some of the deadliest spells in the game, on top of that you could just die from Con loss. Another thing to note is that the hit point loss from Wounding cannot be healed until Con is restored. Holy and Energy damage can be healed. Also, there are very few spells that can ward you against Con damage. A 2nd level Resist energy spell can ward you against energy damage, though not much can ward you against alignment damage except having a Neutral alignment (it pays to be a sideline person in D&D). All in all that makes Wounding a very potent ability for only a +2 enhancement. I don't think it would be particularly difficult for a TWF to obtain two wounding weapons and go off like a mad dog leaving his enemies in pools of blood from Con loss as well as the regular damage from the blade. It should probably be a +3 or +4 enhancement in IMO. I'm leaning towards +3, but +2 definitely seems a little low.[/b] [/QUOTE]
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[3.5] Wounding blade broken?
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