Alternate DR rules- no Golf bags!

the Jester said:
I recently discussed this very thing with my players and we all agreed that it sounded cool- there's gotta be some reason why people get +2 swords instead of +1 shock swords!

It takes a standard action for the command word to activate the shock effect?
 

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Additionally, I'd consider a typical two-handed weapon wielder, who by the use of 3.5 Power Attack can gain a solid +3 to damage per plus if they pool the bonus to hit pilfered from the bonus into power attack, compared to 3.5 on average per d6 of an energy enhancement. I also believe that you might be discounting the flexibility that plussed weapons offer, the choice between accuracy and damage. When making full-attacks that additional accuracy really does help. The two-handed weapon wielder also does not have to worry about dealing with energy resistances, which become abundant as levels escalate. With all that said, energy enhancements really are better for sword and board combatants, and two weapon fighters, most of the time. One solution to keep this phenomenon in check might be to rule that weapons may only have up to their weapons true enhancement bonus in bonus weapon abilities.
 


This is an old thread, and I am tempted to change some of my earlier answers. Here's some comments:

magic_gathering2001 said:
there's a table in sword and fist

I gave my S&F away; what table are you referring to?

Campbell said:
Additionally, I'd consider a typical two-handed weapon wielder, who by the use of 3.5 Power Attack can gain a solid +3 to damage per plus if they pool the bonus to hit pilfered from the bonus into power attack, compared to 3.5 on average per d6 of an energy enhancement. I also believe that you might be discounting the flexibility that plussed weapons offer, the choice between accuracy and damage. When making full-attacks that additional accuracy really does help. The two-handed weapon wielder also does not have to worry about dealing with energy resistances, which become abundant as levels escalate. With all that said, energy enhancements really are better for sword and board combatants, and two weapon fighters, most of the time. One solution to keep this phenomenon in check might be to rule that weapons may only have up to their weapons true enhancement bonus in bonus weapon abilities.

Excellent points. The need to make plusses more attractive is more to do with light weapons and weapons wielded 1-handed.

Stalker0 said:
you want to make plusses useful again? start sundering their weapons

I think the 3.5 DR is much better than the old one, I never see golfbagging....and the nice thing is most things have 5 or 10 dr...which means its not all or nothing.

I find that players tend to resent it when their character's weapons get destroyed often. Also, note that in 3.0 a sundering weapon had to be at least as high as plus as the weapon being sundered... but not in 3.5. In 3.5 each plus adds +2 to weapon hardness and +10 to hit points. Changing these rules might help.

But yeah, the new rules are definitely an improvement over the old.

rkanodia said:

I think the method you propose in post 6 (and quoted in 18) is a little too complicated. Mind you, so is the system I proposed last August.

I still kinda like my system (in post 15), but there needs to be more "oomph" to a +3 weapon. Some reason you would make an adamantine mace +3 instead of +2 and thundering, say. Which brings me to...

S'mon said:
+1 = silver, iron
+2 = aligned
+3 = silver & aligned
+5 = adamantine

There are definite possibilities with this. Why is adamantine so high? What would you do if someone could be hit by iron & aligned? How about adamantine & aligned? There is a lot of utility for +1 weapons; they count as magic, cold iron and silver. Wouldn't be better to push up the bonus a little? That would also cover the embarassing lack of something for +4 weapons.
 


One possible solution might be to create some weapon special abilities that have some prerequisites, such as:

Soul Bound
A soul bound weapon is istantly imbued with the alignment of whoever is wielding it.
Moderate transmutation; CL 5th;Craft Magic Arms and Armor, align weapon; Price +1 bonus; Weapon Prerequisites: +3 enhancement bonus.

This is obviously a rather rough take on this particular ability, but I could see a lot of potential in this method of increasing the value of actual enhancement bonuses. It has the advantage of not mucking about with having to memorize exactly what plus is capable of, while allowing for future development of ability chains. With this method, you could use prerequisites to account for abilities that are slightly more powerful than similar priced bonus abilities, but are not quite powerful enough to fit a higher tier price.
 


Energy Weapons

We need to be reallistic here. First I believe that anytime a energy weapon leaves your hand it extiguishes. (And if it doesn't it should) So when you sheath your sword it extinguishes and if it didn't it would ruin your sheath.
Secoundly for weapon you don't put away, i.e. basicly pole-arms, if your walking aroud with this thing crackiling energy something is gonna happen: your going to catch your cloak on fire or a friends cloak or electrocute your buddy, or damage your surroundings (can you say forest fire?)
These things are just way to hazardous to be left on, an while yes your frost weapon won't hurt you if if just touches you but if it's resting on your shoulder for a few rounds you'll start taking subdual damage from cold.
Simply house rule it that if more then 2 rounds have pasted the character has turned it off, unless the player thinks an attack is imminent and declared that he turns it on, let him keep it up for a few minutes and ask if he still has it up.
Oh, and make the spot checks against that Character much easyer!
 

I think it would be reasonable to use a flaming (or shocking) polearm as a torch. It is no more likely to catch your cloak on fire or start a forest fire as a regular torch, imho.

That being said, I like the rule that when an energy weapon leaves your hand or is sheathed it automatically extinguishes.

And I have ruled that an activated thundering weapon makes monsters much more likely to hear PCs coming.
 

I really like S'mon's rule too. Iron and aligned would be the same as silver/aligned, IMO - I think he forgot to put it in. Adamantine and aligned - if you ever find a creature like that, let me know. I think the reason he put adamantine so high is that it's for constructs - they had ridiculous DR before, so it kinda makes sense. Or, you could just make adamantine +4 and have +5 just trump everything. Or (and I like this suggestion) bump everything up - silver and iron are +2, aligned is +3, etc.
 

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