Bow and Ammo Stacking... Flaming?

coyote6 said:
Well, Acid Resistance would presumably protect against the damage from Acid & Acid Burst. :)

Yup. It's my fault that I didn't exclude those two from my comments, even though I intended too. Sorry about that. I didn't mean to cause any confusion. :o

coyote6 said:
But those two have an additional effect (continuing damage, which can disrupt spellcasting), so their increased market price is appropriate.

Can't argue with that. :)

coyote6 said:
(BTW, you mentioned +1.5 enhancements -- the Person Who You Are Not used fractional enhancement bonuses when I asked about deconstructing the dwarven thrower. :)

Technically, and this is a secret, so don't tell anyone ;), I sometimes, though very rarely, use fractional enhancements when I create magic items. You just don't see them on the surface. ;)
 

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Re: Re: Re: Re: Re: What about Ice

kreynolds said:


2) Flaming burst weapon deals +1d6 damage on normal hit, maximum of 6, and +1d6 +1d10 damage on a crit, maximum +16 (for a standard x2 crit weapon).



This has ben stated over and over.

Burst weapons do only the +xd10 on a crit. The +xd10 REPLACES the +1d6 of the normal hit.
 

The Iron Mark said:
Oh, and I thought it weird that there are two enhancements that do the same thing(Spikes, Thorns).

The spike enchantment is primarily for metal based weapons, and the thorns enchantment is for wood/plant based weapons. They also have different prerequisites, so I listed them seperately.

I should have made it clearer in the weapon descriptions.
 

Re: Re: Re: Re: Re: Re: What about Ice

melkoriii said:
This has ben stated over and over.

Burst weapons do only the +xd10 on a crit. The +xd10 REPLACES the +1d6 of the normal hit.

I know the rules and, like many others, I don't follow them when it comes to this. Why? Simple. The burst enhancements are not worth the +2 cost if the damage doesn't stack. Simple as that. There isn't even any possible argument otherwise, not as long as the +1d6 enhancements are hangin' around.
 

Re: Re: Re: Re: Re: Re: What about Ice

melkoriii said:


This has ben stated over and over.

Burst weapons do only the +xd10 on a crit. The +xd10 REPLACES the +1d6 of the normal hit.

It might have been stated over and over, but it isn't right. Monte Cook has said that they stack.
 

I agree, it should be with the 1d6, not instead. Puissant Strike is pretty cool. High high do you think it would have to be to do that on every single hit, or just the first hit every round?Might also make a Puissant Strike Power/Spell.
 


Re: the death of burst weapons

twjensen said:

IMC it doesn't matter 'cause the party won't find *either* kind of item and I don't give wizards much time to create swords and such.

How you do that? Are they hunted all the time by some angry mob or something? :)

Honestly, IMHO it's not good to restrict things by keeping the players from having them. Either change the rules so they fit your imagination of the whole story (like "elemental damages on one weapon won't stack") or completely remove them from the game. It's frustrating for the players to say "yes, there are flaming swords or frost axes in this world. No, you can't buy them. No, you can't make them, because you don't have time." Also, you can't keep them from having time for all eternity....

That matter's related to the handling of divination spells that could reveal stuff the players are supposed to find the hard way. Telling the players they can't have the spells will p*** them off (especially if you have a diviner in the party), and saying "the spell hasn't worked, there's a higher force blocking it" even more.
 

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