-- is a convincing argument for a greater number, perhaps B = 1000 gp instead. I do not believe that it is worth the full 2000 gp (see above), but 1000 gp may be a better number than 200 gp. The best, precise value must be discovered by playtesting. I will use B = 1000 gp in the calculations below.Coredump said: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?
And the ease that it allows having multiple 'specialty' weapons.Actually, I am mostly concerned with the way the price scales,
(math snipped, but understood and agreed upon.)
And that is the question, would it really. And if so, are there ways to keep the overall mechanic, but remove the 'problem' cases. Assuming you had this -9 dancing vorpal weapon in mind, when would that be unbalancing? What if a 4th level character had it? A 10th? A 16th? Everytime you activate it, it takes a standard action, so that is an attack. (or full attack) missed. With a -9 it is likely to need a double 20 to use the vorpal. So lets be generous and say one out of 300 attacks chops off a head; you have given up possibly 100's of attacks, for this one extra kill.However, in specific conditions, a special weapon, even with -9 penalty, will be far better than a straight +1 weapon.
In theory you could have a +0 flaming sword as a +1 enchantment. But I really don't like the 'flavor' of that. I would prefer to keep them positive, or negative. So make it a -1 flaming burst, or -1 flaming corrosive, or whateverAlso, another small drawback of our method is that you cannot construct +0 weapons (with enhancements, of course), unless you make a special rule for them.
I realize that the most likely place for balance issues to arise, is at the far end. But that can be easily dealt with if it proves necessary. (Cap the -X enchantments, or charge more for large negative enchantments.)At the low end, things are not much different, but this second method can more easily prevent high-end abuse.
I like your opinions, and appreciate them. Thanks.As with all things, all of the above are my opinions only.
Hmmm.... I may intro them as early as next week. But they are not of a level to make them, and likely won't have time to commission anything. So they will only have the choice of what is available.Either way, after you introduce the possibility to your players, I would like to hear how it works out in your game.
Hmmmm... I think that is a larger problem than True Strike. I will need to think of a mechanic to counteract this......MachinaDeus said:I'd just be afraid of having a weapon like that when there're spells like Greater Magic Weapon around. Might be something to consider.![]()
This is likely how it will work in my campaign anyway, but I like the concept. Keeps obnoxious combos under my control.wuyanei said:As a DM, you can place such weapons into your game freely, as with all cursed weapons, but players probably will not want to make (or order) such weapons themself.
wuyanei said:Just say that the penalty was an accident, or the result of deliberately mis-casting the enchantment.
Good morning, y'all.Originally Posted by DamionW
I personally can't imagine a wizard pouring his wealth and life force (XP) into something he new was flawed... Does anyone see where I'm going with this?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.