A -1 flaming burst sword

Coredump

Explorer
An idea was brought up on another board, the idea of 'stacking' negative and positive abilities on a sword, so that they somewhat offset each other.

For instance, a -1 Flaming Burst Longsword would be the 'same' as a +1 Longsword.

Now, I think this has room for some abuse, but I am not sure if it would be 'broken', or just unbalanced. And how often would it be balanced just fine.

I really don't see a -1 flaming burst being any better than a +1. But I can see an advantage of 'stocking up' on a bunch of Bane weapons for 2K a pop. I am just not sure how much of an advantage it would be.

House Rule 0.3 (beta) Weapon must be at least +1, may add negative modifiers to offset positive abilities, Regardless of how low the 'net' modifier goes, it will always be treated as at least +1 for pricing purposes.


I am leary about -4 vorpal blades....
 

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I think a weapon must be +1 before being enchanted, actually, which would render the point moot.

Aha:

Originally Posted by SRD
A magic weapon must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Melee Weapon Special Abilities or Table Ranged Weapon Special Abilities.

So there you have it. Does that answer your question? Or are you asking something else?
 

Well, since in this case many of the disadvantages can be avoided (simply by switching to another weapon when it becomes less convienent), the penalities cannot be said to balance the bounses, especially when considering the way the price varies with the square of the bonuses. For example, a -1 magebane sword is certainly not balanced with a MW weapon!

At the most, I would give a small price discount, approximately equal to 200 gp times (penality +1) squared. 100 gp is due to penality to hit, 100 gp due to penality to damage (use same priceing as skill boost). For example, a -2 magebane bastardsword would cost 335 +8000 -1800 = 6535 gp. (Remember, the sword still must have at least +1 enchantment -- the +1 enchantment is overcome by the -3 total penality for net penality of -2, but it still must be factored into the cost).

I would also rule that the penality cannot be more than the total bonus (including the +1 basic enchantment bonus and any 'virtual bonuses', such as +5 from vorpal), in order to prevent things such as: -6 magebane BaSw 335 +8000 -9800 = -1465 gp !?

In this case, a -6 vorpal BaSw would cost 335 +72000 -19600 = 52735 gp. It probably won't hit unless the opponent in tied down -- but it IS vorpal.

That is how I would rule it. I would certainly not allow a 'negative' bonus to cancel out a positive price modifier.

Hope this helps!
 

*nods sagely*

I have no idea what you're talking about, clearly you two are clear, and I'm out of the loop. wuyanei, or Coredump, can you give me an exact mechanic? I'm genuinely out in space with this one. I get the +1 part, and the Vorpal +5 part... where does the penalty come from? Is the sword being disenchanted? Are you stacking negs on top of the bonuses? I'm just kind of baffled. It certainly doesn't sound like something I'd allow, but I really don't get it.

Help?
 

Okay.

Let us take a -1 flaming sword as an example.

The way I am using it, a -1 flaming sword is actually a +1 flaming sword, which also cursed so that it imposes a -2 penality to all attack rolls and damage rolls made by the wielder using that sword.

So, the cost is the cost of a normal +1 flaming sword, plus a 'negative cost' added to it due to the imposed penality.

How much should the negative cost be? Well, a bonus to a single skill costs 100 x bonus squared. We will use that as a base, and apply the penality to both attack rolls and to damage rolls -- i.e. a total of 200 x penality squared.

So, a -1 flaming sword costs the full cost of a +1 flaming sword, minus (2 x 2) x 200 gp:

320 gp +8000 gp -800 gp = 7520 gp. which isn't really much cheaper -- but then, a -1 flaming sword isn't much worse than a +1 flaming sword in the first place.

If you think the discount is not steep enough, you might raise the discount up to 500 x (penality squared) -- or up to 1/4 the price of the sword -- without unbalancing things. Any steeper discount will just cause the players to 'golf bag' numerous weapons, switching between each to take advantage of bane qualities or energy vulnerability traits. This becomes potentially abusive.

I would never let the -1 penality directly stack with a +1 cost modifier. that would be begging a player to make a -8 flaming shocking corrosive vicious magebane humanbane holy longsword for 2220 gp at 3rd level, then true strike for 1d8-8 +11d6 damage. Not even REMOTELY balanced. Actually, a -4 flaming shocking corrosive frost longsword (1d8-4 +4d6 damage per hit) is all that is needed to utterly wreak any low to low-middle level game.

This is what I meant in my above post. If there is still anything unclear, please do not hesitate to mention it. Hope I've been of help! See you later!
 

Thia Halmades said:
I think a weapon must be +1 before being enchanted, actually, which would render the point moot.
Correct, which is why I posted this in House Rules, and not the RAW rules section.

For example, a -1 magebane sword is certainly not balanced with a MW weapon!
Which is why I stated that the cost would always be at least 2,000. Still kinda cheap, but no longer a throwaway amount of money. And when it *does* become throwaway (lvl 15 lets say) switching to a -1 magebane just isn't worth the hassle. Not when your normal sword is a +2 flaming shocking keen blade.

Coredump, can you give me an exact mechanic?
The mechanic is quite simple, though my explanation may not have been.
A flaming special ability is 'equal' to a +1 enchantment
A Shocking burst is 'equal' to a +2
A Brillian weapo is +4
A +1 enchantment is equal to a +1

I am thinking of adding
A -1 enchantment is equal to a -1

So I can make a +1 flaming burst weapon (+1+2=+3) for 18K
Or I can make a +1 weapon for (+1=+1) for 2K
Or I can make a -1 flaming burst weapon (-1+2=+1) for 2K

Similarly I can make a +3 for (+3=+3) 18K
Similarly, I can make a -2 wounding brilliant energy for (-3+2+4=+3) 18K

My first reaction was 'NO WAY TOO BROKEN" but then I thought about it.
Do you really think a -1 flaming burst is much better than a +1 sword?

Sure you can get 4 bane weapons, but not till pretty high levels, and then who really cares?
 

wuyanei said:
How much should the negative cost be? Well, a bonus to a single skill costs 100 x bonus squared. We will use that as a base, and apply the penality to both attack rolls and to damage rolls -- i.e. a total of 200 x penality squared.
But these are not skills, and the DMG shows us that pluses to hit are worth a *lot*, so then shouldn't penalties to hit be worth a lot?

... which isn't really much cheaper -- but then, a -1 flaming sword isn't much worse than a +1 flaming sword in the first place.
Only if you think a +1 and +3 sword are also about equal. Or a +1 about the same as a +1 flaming shocking, etc.
Lets compare a -1 flaming sword vs a straight +1 sword. The flaming sword does 1.5 more damage per hit. But is will hit less often. If you need a 16 to hit straight, the +1 sword will hit *50%* more often. If you need a 12 to hit, the +1 will hit *25%* more often. In fact the +1 sword is *better* than the -1 flaming sword.

Any steeper discount will just cause the players to 'golf bag' numerous weapons,
I thought so too, but it just doesn't add up. It is still pretty expensive to golf bag weapons, so at what level is it worth it to blow 10K on 4 'extra' weapons. Soon it becomes a waste of time to switch, since your main weapon will be better than the back ups.

player to make a -8 flaming shocking corrosive vicious magebane humanbane holy longsword for 2220 gp at 3rd level, then [hit] for 1d8-8 +11d6 damage.
Yes, assuming they only go after evil human mages, and assuming the players are powergamers that will tweak the system to hell and gone, and assuming the DM would allow all of that on the same weapon, and assuming there are no other limiting factors, etc.
true strike
yeah, true strike may be an issue. Normally, a -8 weapon kind of balances itself out. The fact that a nat 20 always hits is another problem. But these can be handled by putting limitations, I think.
You are looking at the 2% of edge cases, which is needed, but we can limit the edge cases.
Actually, a -4 flaming shocking corrosive frost longsword (1d8-4 +4d6 damage per hit) is all that is needed to utterly wreak any low to low-middle level game.
Hmmm.....
If the fighter has this, compare it to a +1 sword. He is -5 to hit, but +9 damage. But how often will he do 0 damage because he plain missed?
Lets assume a 16 str and weap spec. So +1 sword does (d8+1+3+2) 10.5 damage. The -4 sword does (d8-4+3+2+4d6) 19.5 damage. So, if he needs a 12 to hit straight up, the +1 sword needs an 11, and the -4 sword needs a 16, so he will hit twice as often with the +1, and thus do *more* damage with the +1 sword compared to the one you made up. Granted, if he needs something like a 5 to hit, it makes your sword better, but I find that unusual in my games. And even if it *is* normal to only need an 8, the difference in overal damage output is not much, and hardly enough to wreak any game.

If the Magic user has this sword, and uses it with True Strike, he will likely hit, and do some damage. But he has to get into melee range, and risk quickly dieing, for a measly 4d6 damage over *two* rounds. About on par to casting magic missle.

Seems pretty balanced to me.

Am I missing something?


I think the way extreme (-8 or -10 or whatever) may be an issue, especially if combined with True Strike at low level. So lets think of ways to balance that.
I can think of two options.
A) Like normal enchantments, you can't put more than -5 on any weapon. or...
B) The base price is the square root of the neg enhancement. So using -1 to -3 the minimum price is 2K, using -4 to -8 the minimum price is 8K, etc. -9 is 18K, (think things break again if you allow above that... not sure.)
 
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*blink blink*

See? This is standing evidence that I'll never be the D&D mechanic some folk on this board are. Both of you: Thanks very much for actually clearing this up. I get it, I'm just sort of shaking my head at it.

I agree with both of you - the -1 vs. +1 isn't tremendous, but it is a full 10% strike chance shift, and beans your average damage by a total of ... 22%? Roughly? If avg. damage on a d8 is 4.5, then the +1 would be 5.5, and the -1 would be 3.5, but we're ignoring base damage it seems and focusing wholly on special abilities stacked on ad infinitum.

I see what you're both saying, and I see that ... against the total math the difference isn't really huge, and might save the character money, but it seems far more a matter of pinching pennies than getting any real benefit. Or am I still missing something?
 

Thia Halmades said:
but it seems far more a matter of pinching pennies than getting any real benefit. Or am I still missing something?
I am looking at it from a DM perspective. I like magic items that are a bit unexpected. I gave the druid a head wreathe that maximizes only one die for each healing spell. (So 3D8+lvl becomes 8+2D8+lvl. He doesn't know exactly what it does yet, he just knows it helps.)

They are currently just 4th level, and I thought it would be fun to give them a flaming sword, that was a bit unweildy. And when they crit... they will get another surprise. (burst) Lots of flavor, and some decisions, do they want to deal with the -1 to hit?
This mechanic lets me, or them, play with special abilities that they normally would not be able to, but keep things fairly balanced. I have yet to see much to show it would be unbalanced.

I just thought of something else. It could be a way to create long term weapons. Take a -4 flaming burst keen wounding sword. As they get higher, they can pay to have the -enchantments removed... so the sword gets better with them..... hmmmm.....

This has almost nothing to do with saving money, more to do with using the monetary worth to help gauge balance issues.
 

AHA. That clarifies things immensely.

Did you consider giving them Ancestral Relic (BoED)? I've given it to my entire party and they absolutely love it. They're tied to the overplot and they can develop them however they see fit. It's the same mechanic that a Samurai uses to build up their ancestral katana. Very cool stuff.

Rolling it over in my head, I think you're definately on to something with your magic item design. I'd've never thought of an auto-die healing booster, that's pretty freaking cool. I still don't know about the unwieldly weapon, but I certainly see where you're going with it.

Point yielded. Would you mind if I snagged this for my Ravenloft campaign? That world is begging for something like this.

Thanks, Coredump!
 

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