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A -1 flaming burst sword
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<blockquote data-quote="Coredump" data-source="post: 2667416" data-attributes="member: 6939"><p>First, I want to thank you for taking the time to repond with such thoroughness. I know it takes time and effort to do so, and it will help me better understand the mechanics and repurcussions.</p><p> And the ease that it allows having multiple 'specialty' weapons. </p><p></p><p> 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. </p><p></p><p>So, when would these negatives not be negatives? I instinctively agreed that the -4 flaming shocking corrosive ice sword was unbalancing, but it turns out to not be; even with true strike. So, what weapons really *would* be unbalancing?</p><p> 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 whatever</p><p> 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.)</p><p>I like your opinions, and appreciate them. Thanks. </p><p>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.</p><p></p><p>But I will let you know how they react.</p></blockquote><p></p>
[QUOTE="Coredump, post: 2667416, member: 6939"] First, I want to thank you for taking the time to repond with such thoroughness. I know it takes time and effort to do so, and it will help me better understand the mechanics and repurcussions. And the ease that it allows having multiple 'specialty' weapons. 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. So, when would these negatives not be negatives? I instinctively agreed that the -4 flaming shocking corrosive ice sword was unbalancing, but it turns out to not be; even with true strike. So, what weapons really *would* be unbalancing? 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 whatever 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.) I like your opinions, and appreciate them. Thanks. 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. But I will let you know how they react. [/QUOTE]
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A -1 flaming burst sword
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