Are crit only weapon abilities worth it?

Joshua Randall said:
What about the coolness factor? How much of a plus equivalent is that? Because +1 flaming burst morningstar just rolls off my tongue so pleasingly.
Agreed, this is why my character & when I dm my npcs, make non-optimal decisions. While I myself am interested in knowing what enhancements are worth I do not want this to deprive the campaign from all the magical variety.
 

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Nail said:
And how many puprple worms will you face? :) In the MM, slightly over half of the monsters are evil. It's just question of probability........mostly. :)

How many creatures have either immunity or resistance to a given energy type(and that's not considering energy weaknesses or the fact that a burst weapon can power through low levels of resistance)? I'm not saying that I think energy weapons are better mechanically. But I do think there's enough variation in types of opposition that it's fair to say YMMV.
 

Nail said:
Not that there's dispute on this thread, but: Holy is better that energy burst, if only for the energy resistances out there. Demons may be immune to electricity, for example, but they ain't immune to divine power! ;)


It would all boil down to your character concept. Holy warriors (clerics, paladins) are more apt to get holy weapons while fighter-types are more apt to get the elemental damage weapons. At least it seems that way in games I'm in. (Mileage may vary)
 

Darth K'Trava said:
It would all boil down to your character concept. Holy warriors (clerics, paladins) are more apt to get holy weapons while fighter-types are more apt to get the elemental damage weapons. At least it seems that way in games I'm in. (Mileage may vary)

Presumably reflecting the fighter types lower wisdom? :)
 


delericho said:
I make this 18.5725. I think you've multiplied the extra burst damage dice twice - there are 2d10 added (average 11), which should be multiplied by the chance of a critical (0.1).

i.e. the term (11[0.1(3-1)]) should be (5.5[0.1(3-1)]) or (11[0.1]).

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As regards the utility of the burst weapons as a whole, I don't think they're worth it in the general case. I think perhaps a doubling of the extra damage dice might be called for.

That said, they have a far higher utility when used against a creature with some (fairly low) energy resistances. Basically, the longsowrd +1 with flaming and shocking gains no benefit against a creature with Fire Resitance 10 and Electricity Resistance 10, while the longsword +1 of flaming burst might. Although even there, the benefit is negligible - average fire damage on the crit is still not enough to get through.

isn't it the point of adding 2d10 instead of 1d10 on a x3 crit weapon??
 


Nail said:
And how many puprple worms will you face? :) In the MM, slightly over half of the monsters are evil. It's just question of probability........mostly. :)

The most often faced monster in my games are classed humans/humanoids. They are mostly neutral.

If you just play against 'monsters' then yes, they are predominantly evil.
 


werk said:
The most often faced monster in my games are classed humans/humanoids. They are mostly neutral.
Huh. Interesting. Why are the PCs fighting them them? Wouldn't talking work just as well?

In your game, then, I'd go with multiple energy enhancments. I might even go after a Brilliant Energy weapon.
 

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