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<blockquote data-quote="KDLadage" data-source="post: 1033163" data-attributes="member: 88"><p><strong>Part 4</strong></p><p></p><p><span style="font-size: 15px"><strong>Materials (must have)</strong></span></p><p>The bonuses apply to both weapons and armor. In the case of weapons, the numbers represent both damage and attack skill.</p><p></p><p>Silver +1</p><p>Fine Steel +2</p><p>Moonstone +3</p><p>Adamantine +4</p><p>Mithril +5</p><p></p><p></p><p>Wood -5</p><p>Bone -4</p><p>Coral -3</p><p>Stone -2</p><p>Bronze -1</p><p></p><p></p><p><span style="font-size: 15px"><strong>Hardness (optional)</strong></span></p><p>This represents when a blow aimed to damage the metal actually damages it. You must roll a Fort check higher than the number stated.</p><p></p><p>Steel DC 20</p><p>Silver DC 22</p><p>Fine DC 24</p><p>Moonstone DC 26</p><p>Adamantine DC 45</p><p>Mithril DC 36</p><p>Wood DC 10</p><p>Bronze DC 18</p><p>Stone DC 16</p><p>Coral DC 15</p><p>Bone DC 14</p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong> Shields (must have) </strong></span></p><p>There are 3 shield types. The smallest kind grants you +2 AC and the same to damage reduction. The Larger type grants you +4 AC and the same to damage reduction. The largest type grants you +6 and the same to damage reduction. Lastly, shields grant you their AC bonus to Reflex saving rolls.'</p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong> Race Size (must have) </strong></span></p><p>There are no weapon restrictions based on the size of your creature. The creature may use weapons of any size so long as he abides by the Weapon Size rule listed below.</p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong> Weapon Size (must have) </strong></span></p><p>In order to wield a particular weapon, your character must atleast have strength equal to or higher than the weapon'ss maximum damage if wielding it with both hands. Must have double the maximum damage of the weapon in Str if the he wields it with one hand.</p><p></p><p><em>Example: in order to wield a Longsword which deals 1d8 damage, the character must have atleast Str 8 or higher. However, to wield that very same longsword with onw hand, he would have to possess Str 16 or higher, or suffer a penalty.</em></p><p></p><p>Penalty for insufficient Str: For every point below the required Str that the character does not meet, he suffers a -1 penalty to his attack rolls and to the damage he deals with said weapon.</p><p></p><p><em>Example: a halfling with Str 7 attempts to wield a Longsword with an str requirement of 8 for double handed use. The halfling may swing that weapon but with a -1 penalty to all his attack & damage rolls. </em></p><p></p><p>The character may swing a weapon with one hand up to a penalty of -5. After that he is not strong enough to wield such a weapon with one hand. After the penalty of -5, he may swing the weapon with both hands up to a penalty of -10, losing the <em>two hand</em> damage bonus. After -10 he is required to make a Strength check of <em>difficulty</em> 20 + the penalty every time he attempts to wield the weapons, a failed check means that he is unable to lift the weapon that round.</p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong>Weapon Balance (must have)</strong></span></p><p>All weapons gain a +1 bonus to attack rolls for every point below 1d8 of damage that they do. Also they suffer a -1 penalty for each number of dice that they use. Thus a weapon dealing 2d4 would suffer a -1 penalty for using more than 1 dice. This includes all weapon types, including fists and other unarmed styles. Monks must also abide by these rules.</p><p></p><p><strong>Damage</strong></p><p><strong>Bonus/</strong></p><p><strong>Penalty</strong></p><p>1d2 ... +6</p><p>1d3 ... +5</p><p>1d4 ... +4</p><p>1d6 ... +2</p><p>1d8 ... +0</p><p>1d10 ... -2</p><p>2d6 ... -5</p><p>2d8 ... -9</p><p>3d6 ... -12</p><p>1d20 ... -12</p><p>2d10 ... -13</p><p>3d8 ... -18</p><p>4d6 ... -19</p><p></p><p></p><p><strong> Damage Improvement (must have) </strong></p><p>Damage is increased by 1 dice roll every 5th level for Warriors only. Thus an 10th level Fighter using a Longsword deals 3d8. Paladins, Rangers and Fighters are all Warriors. Rogues gain this ability only with their originally allowed weapons at the rate of 1 dice roll every 7th level. Barbarians & Bards gain this at the same rate as Rogues. Monks do not gain this benefit, since they already possess a given benefit for unarmed combat.</p><p></p><p>Wizards, Sorceresses, Druids, Clerics and Priests do not gain this benefit due to that their magic already increased based on their level. Note: this boost only increasea the weapons original damage. It does not enhance magical or elemental powers of a weapon.</p><p></p><p><em>Why this change? This change was made to balance out the Monk's increased power per level. It was also made to out balance a High Wizard's insanely strong</em></p><p><em>Magic. Lastly, it represents the weapons of each class better.</em></p><p></p><p></p><p><span style="font-size: 15px"><strong>Killing (must have)</strong></span></p><p><em>"In the picture above the 5th level girl is killing the Wolfman by using a combination of charge, sneak attack and improved damage. And quite possibly a critical strike."</em></p><p></p><p>If from a single attack your opponent suffers 40 dmg or more, the target is forced to make a Fort. save with a DC of 20 +1 for every point of damage above 40 that he suffers or die.</p><p></p><p><em>How to Kill</em>: a combination of Charge + Two Handed weapon use combined with a Critical Hit or Improved Damage should allow you to incapacitate your opponents in one blow.</p><p></p><p>Note: bare in mind that armor provides damage reduction. As such it lessens the chance of you being killed in a single strike.</p><p></p><p><em>Why this change? It makes combat more realistic by allowing you to slay your opponents in a single blow.</em></p><p></p><p></p><p><span style="font-size: 15px"><strong> Weapon Usage (must have) </strong></span></p><p>Any <strong>Charge</strong> attack drops your armor class down by 5 points and your attack suffers a -5 penalty. However, if it hits, you deal double damage. Take weapon damage + Str and times it by 2. If you are hit while charging, you will suffer double damage on the amount of damage you take.</p><p></p><p><em>Charge: -5 ba, -5 ac, x2 damage.</em></p><p><em>"Jumping into the abyss blindly isn't recommended, it is however sometimes necessary. Charge!"</em> - leap of fate, by Turok the Brave</p><p></p><p><strong>Two hands or one</strong>, all weapons even if it is stated that they are used 2 handed are considered to be used with 1 hand. However, since originally weapons stated in the players handbook were either one handed or two handed, the Weapon Balance rule was created.</p><p></p><p>The <strong>Weapon Balance</strong> and <strong>Weapon Size</strong> rules takes into account the extra damage consideration of what used to be "two handed weapons". So, indeed a lesser man (Str 12) could not wield for example a halberd with one hand. Since, he would be required to have Str 20 to wield it with one hand. While a greater creature, such as an ogre, could easily wield that very same weapon in one hand.</p><p></p><p><span style="font-size: 15px"><strong>Bows & Missile Fire</strong></span></p><p><strong>Bows & missile</strong> weapons take 1 round to load and 1 round to fire. Thus, they are slower than melee weapons. The Weapon's damage rule still applies as normal. Allow all bows & crossbows to use the Str bonus or penalty. Unless you insist on requiring special bows to do this. In such case,arbows & Battle Crossbows, which allow you apply your Str bonus, possess a pull that requires an Str check of <strong><em>difficulty</em></strong> 15 + 1 per point of Str bonus the weapon allows you apply. If you fail the check you lose your chance to shoot that round.</p><p></p><p><strong>Two handed</strong> use of weapons grants you double damage including Str. Furthermore, Dex and the weapons innate attack skill bonus is also boosted by double Penalties however are not reduced. Two handed use does not necessarily mean holding the weapon in both hands. Just having both hands free for leverage.</p><p></p><p><strong>Critical Hit</strong> All critical hits automatically hit, irregardless of the armor class. All natural 20s are automatic successes, regardless of the <strong><em>difficulty </em></strong>of the check. Weapon's <strong>Critical Damage</strong> takes effect as soon as you roll the stated number, you don't need to roll again</p><p>to check if its critical.</p><p></p><p><strong>Multiple Attacks per round</strong> Extra attacks per round can be made at the cost of accuracy. The maximum number of attacks that can be made each round is determined by your Dex bonus. For each extra attack made it incurs a -3 penalty on each and every attack. For starters the number of attacks your going to make that round, must be stated at the beginning of the round. Secondly, the penalty stacks and isapplied to every attack. So, if you had enough Dex to make 4 attacks per round and you went ahead and took for attacks in 1 round, you would be suffering a penalty of -12 to attack rolls on each of your 4 attacks.</p><p></p><p><em>Multie Attacks & the Extra Attacks feat stack</em>. So, in total you could make a maximum of number attacks equal to twice your Dex bonus if you possess a high enough rank in the Extra Attacks feat, but you'd still suffer a huge penalty to each and every attack.</p><p></p><p><em>Why this change? It gives you a chance to maybe deal the 40 dmg required to kill your opponent with a single blow. Furthermore, Armor now possesses damage reduction for such reasons you may find it necessary to force yourself to deal more damage than normal.</em></p><p></p><p></p><p><span style="font-size: 15px"><strong>Magic Bonus (must have)</strong></span></p><p>There is no limit to the magic bonus weapons, armor or items may have. Indeed, weapons such as a Longsword +24 do exist. The bonus can indeed continue limitlessly. But DM's should use the player's level as a guide-line to rewarding magical items. As a guide line a player should never gain or find a magic item with a bonus higher than 1/3 the level or hit dice of the monster defeat to gain it. The list below will help you illustrate that. The list gives the bonus for a single magic item possessed by the creature of said level. If multiple magic items are acquired from the creature divide or distribute the bonus between the number of items found. However, every creature of that level does not possesses a magic item. It simply has a 20% chance to possess an item with that max magic bonus. The chance to possess a lesser magical item increases by +5% for every +1 below the max magic bonus it may possess.</p><p></p><p><em>Example: an HD 12 Monster may possess a magic item with a max of +4 magic bonus. So, it has a 20% chance of possessing such an item. However, it also has a 25% chance of having a +3, 30% chance of +2 and 35% chance of +1. You do not reroll each time to check for every plus. Simply if on the check roll it landed of say 27, which is above the 20% needed for a +4 item, it does however mean that it possesses a magical item with a +2 bonus. Savi?</em></p></blockquote><p></p>
[QUOTE="KDLadage, post: 1033163, member: 88"] [b]Part 4[/b] [size=4][b]Materials (must have)[/b][/size] The bonuses apply to both weapons and armor. In the case of weapons, the numbers represent both damage and attack skill. Silver +1 Fine Steel +2 Moonstone +3 Adamantine +4 Mithril +5 Wood -5 Bone -4 Coral -3 Stone -2 Bronze -1 [size=4][b]Hardness (optional)[/b][/size] This represents when a blow aimed to damage the metal actually damages it. You must roll a Fort check higher than the number stated. Steel DC 20 Silver DC 22 Fine DC 24 Moonstone DC 26 Adamantine DC 45 Mithril DC 36 Wood DC 10 Bronze DC 18 Stone DC 16 Coral DC 15 Bone DC 14 [size=4][b] Shields (must have) [/b][/size] There are 3 shield types. The smallest kind grants you +2 AC and the same to damage reduction. The Larger type grants you +4 AC and the same to damage reduction. The largest type grants you +6 and the same to damage reduction. Lastly, shields grant you their AC bonus to Reflex saving rolls.' [size=4][b] Race Size (must have) [/b][/size] There are no weapon restrictions based on the size of your creature. The creature may use weapons of any size so long as he abides by the Weapon Size rule listed below. [size=4][b] Weapon Size (must have) [/b][/size] In order to wield a particular weapon, your character must atleast have strength equal to or higher than the weapon'ss maximum damage if wielding it with both hands. Must have double the maximum damage of the weapon in Str if the he wields it with one hand. [i]Example: in order to wield a Longsword which deals 1d8 damage, the character must have atleast Str 8 or higher. However, to wield that very same longsword with onw hand, he would have to possess Str 16 or higher, or suffer a penalty.[/i] Penalty for insufficient Str: For every point below the required Str that the character does not meet, he suffers a -1 penalty to his attack rolls and to the damage he deals with said weapon. [i]Example: a halfling with Str 7 attempts to wield a Longsword with an str requirement of 8 for double handed use. The halfling may swing that weapon but with a -1 penalty to all his attack & damage rolls. [/i] The character may swing a weapon with one hand up to a penalty of -5. After that he is not strong enough to wield such a weapon with one hand. After the penalty of -5, he may swing the weapon with both hands up to a penalty of -10, losing the [i]two hand[/i] damage bonus. After -10 he is required to make a Strength check of [i]difficulty[/i] 20 + the penalty every time he attempts to wield the weapons, a failed check means that he is unable to lift the weapon that round. [size=4][b]Weapon Balance (must have)[/b][/size] All weapons gain a +1 bonus to attack rolls for every point below 1d8 of damage that they do. Also they suffer a -1 penalty for each number of dice that they use. Thus a weapon dealing 2d4 would suffer a -1 penalty for using more than 1 dice. This includes all weapon types, including fists and other unarmed styles. Monks must also abide by these rules. [b]Damage[/b] [b]Bonus/[/b] [b]Penalty[/b] 1d2 ... +6 1d3 ... +5 1d4 ... +4 1d6 ... +2 1d8 ... +0 1d10 ... -2 2d6 ... -5 2d8 ... -9 3d6 ... -12 1d20 ... -12 2d10 ... -13 3d8 ... -18 4d6 ... -19 [b] Damage Improvement (must have) [/b] Damage is increased by 1 dice roll every 5th level for Warriors only. Thus an 10th level Fighter using a Longsword deals 3d8. Paladins, Rangers and Fighters are all Warriors. Rogues gain this ability only with their originally allowed weapons at the rate of 1 dice roll every 7th level. Barbarians & Bards gain this at the same rate as Rogues. Monks do not gain this benefit, since they already possess a given benefit for unarmed combat. Wizards, Sorceresses, Druids, Clerics and Priests do not gain this benefit due to that their magic already increased based on their level. Note: this boost only increasea the weapons original damage. It does not enhance magical or elemental powers of a weapon. [i]Why this change? This change was made to balance out the Monk's increased power per level. It was also made to out balance a High Wizard's insanely strong Magic. Lastly, it represents the weapons of each class better.[/i] [size=4][b]Killing (must have)[/b][/size] [i]"In the picture above the 5th level girl is killing the Wolfman by using a combination of charge, sneak attack and improved damage. And quite possibly a critical strike."[/i] If from a single attack your opponent suffers 40 dmg or more, the target is forced to make a Fort. save with a DC of 20 +1 for every point of damage above 40 that he suffers or die. [i]How to Kill[/i]: a combination of Charge + Two Handed weapon use combined with a Critical Hit or Improved Damage should allow you to incapacitate your opponents in one blow. Note: bare in mind that armor provides damage reduction. As such it lessens the chance of you being killed in a single strike. [i]Why this change? It makes combat more realistic by allowing you to slay your opponents in a single blow.[/i] [size=4][b] Weapon Usage (must have) [/b][/size] Any [b]Charge[/b] attack drops your armor class down by 5 points and your attack suffers a -5 penalty. However, if it hits, you deal double damage. Take weapon damage + Str and times it by 2. If you are hit while charging, you will suffer double damage on the amount of damage you take. [i]Charge: -5 ba, -5 ac, x2 damage.[/i] [i]"Jumping into the abyss blindly isn't recommended, it is however sometimes necessary. Charge!"[/i] - leap of fate, by Turok the Brave [b]Two hands or one[/b], all weapons even if it is stated that they are used 2 handed are considered to be used with 1 hand. However, since originally weapons stated in the players handbook were either one handed or two handed, the Weapon Balance rule was created. The [b]Weapon Balance[/b] and [b]Weapon Size[/b] rules takes into account the extra damage consideration of what used to be "two handed weapons". So, indeed a lesser man (Str 12) could not wield for example a halberd with one hand. Since, he would be required to have Str 20 to wield it with one hand. While a greater creature, such as an ogre, could easily wield that very same weapon in one hand. [size=4][b]Bows & Missile Fire[/b][/size] [b]Bows & missile[/b] weapons take 1 round to load and 1 round to fire. Thus, they are slower than melee weapons. The Weapon's damage rule still applies as normal. Allow all bows & crossbows to use the Str bonus or penalty. Unless you insist on requiring special bows to do this. In such case,arbows & Battle Crossbows, which allow you apply your Str bonus, possess a pull that requires an Str check of [b][i]difficulty[/i][/b] 15 + 1 per point of Str bonus the weapon allows you apply. If you fail the check you lose your chance to shoot that round. [b]Two handed[/b] use of weapons grants you double damage including Str. Furthermore, Dex and the weapons innate attack skill bonus is also boosted by double Penalties however are not reduced. Two handed use does not necessarily mean holding the weapon in both hands. Just having both hands free for leverage. [b]Critical Hit[/b] All critical hits automatically hit, irregardless of the armor class. All natural 20s are automatic successes, regardless of the [b][i]difficulty [/i][/b]of the check. Weapon's [b]Critical Damage[/b] takes effect as soon as you roll the stated number, you don't need to roll again to check if its critical. [b]Multiple Attacks per round[/b] Extra attacks per round can be made at the cost of accuracy. The maximum number of attacks that can be made each round is determined by your Dex bonus. For each extra attack made it incurs a -3 penalty on each and every attack. For starters the number of attacks your going to make that round, must be stated at the beginning of the round. Secondly, the penalty stacks and isapplied to every attack. So, if you had enough Dex to make 4 attacks per round and you went ahead and took for attacks in 1 round, you would be suffering a penalty of -12 to attack rolls on each of your 4 attacks. [i]Multie Attacks & the Extra Attacks feat stack[/i]. So, in total you could make a maximum of number attacks equal to twice your Dex bonus if you possess a high enough rank in the Extra Attacks feat, but you'd still suffer a huge penalty to each and every attack. [i]Why this change? It gives you a chance to maybe deal the 40 dmg required to kill your opponent with a single blow. Furthermore, Armor now possesses damage reduction for such reasons you may find it necessary to force yourself to deal more damage than normal.[/i] [size=4][b]Magic Bonus (must have)[/b][/size] There is no limit to the magic bonus weapons, armor or items may have. Indeed, weapons such as a Longsword +24 do exist. The bonus can indeed continue limitlessly. But DM's should use the player's level as a guide-line to rewarding magical items. As a guide line a player should never gain or find a magic item with a bonus higher than 1/3 the level or hit dice of the monster defeat to gain it. The list below will help you illustrate that. The list gives the bonus for a single magic item possessed by the creature of said level. If multiple magic items are acquired from the creature divide or distribute the bonus between the number of items found. However, every creature of that level does not possesses a magic item. It simply has a 20% chance to possess an item with that max magic bonus. The chance to possess a lesser magical item increases by +5% for every +1 below the max magic bonus it may possess. [i]Example: an HD 12 Monster may possess a magic item with a max of +4 magic bonus. So, it has a 20% chance of possessing such an item. However, it also has a 25% chance of having a +3, 30% chance of +2 and 35% chance of +1. You do not reroll each time to check for every plus. Simply if on the check roll it landed of say 27, which is above the 20% needed for a +4 item, it does however mean that it possesses a magical item with a +2 bonus. Savi?[/i] [/QUOTE]
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