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General Tabletop Discussion
*Pathfinder & Starfinder
Brilliant Energy vs. Fortification
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<blockquote data-quote="Scion" data-source="post: 1404316" data-attributes="member: 5777"><p>Flaming is only a +1, for the +4 (or +5) enhancement cost you could have 4 (or 5) different energy enhancements. What are the chances that enough creatures are immune to all of them to matter?</p><p></p><p>Still though, in the campaigns where brilliant energy is worth it then the change will do almost nothing. In those where it is not worth it then it will make it worth it. Again, win/win situation.</p><p></p><p></p><p></p><p>You keep saying this, but it doesnt make a lot of sense really. All it does it take it from a 'use only against the pc's' and turns it into 'it is useful for people to have, but still a tough choice'. Nothing wrong with that. It makes for less wasted space as it is actually useful then.</p><p></p><p></p><p></p><p>Lots of creatures have good touch attack ac's. Even dragons, the king of high natural armor, can have touch ac's in the low 20's without an incredible amount of effort. At that point the first two attacks hit on anything but a 1 sure, but the latter ones need higher. Plus, this is about the only creature where the difference is so huge. It takes a creature that is normally nearly impossible to hit and puts him into the range of possiblities, nothing wrong with that. Especially for such an expensive enhancement with such huge limitations.</p><p></p><p>Creatures with high dex, deflection bouses, dodge, or any number of other things, of which all are common at higher levels, would be hit only slightly more often. More often enough to warrent the +4? Yes, however you also have to take into account that effectively everything with a 'con -' is immune to the weapon entirely. That is a huge drawback! Some weapons may be entirely 'brilliant', if this happens and you drop it no more weapon. Along with difficulties in sheathing.</p><p></p><p>Plus, it sheds light like a torch all of the time. That is not great in all situations. At higher level light sources are incredibly easy to get, but not always easy to put out. There is a bit of a drawback there.</p><p></p><p>Really, like I've said, all it does is make the weapon more reciprocal. Are there situations and campaigns where it could be 'too good'? sure, but as it is right now I have not been in a campaign yet were it was even good enough to take for anyone but the bad guys. That is poor form. For the campaigns where it is too good, which I assume to be the vast minority, they can simply ban it. Much like many people do with vorpal even now.</p></blockquote><p></p>
[QUOTE="Scion, post: 1404316, member: 5777"] Flaming is only a +1, for the +4 (or +5) enhancement cost you could have 4 (or 5) different energy enhancements. What are the chances that enough creatures are immune to all of them to matter? Still though, in the campaigns where brilliant energy is worth it then the change will do almost nothing. In those where it is not worth it then it will make it worth it. Again, win/win situation. You keep saying this, but it doesnt make a lot of sense really. All it does it take it from a 'use only against the pc's' and turns it into 'it is useful for people to have, but still a tough choice'. Nothing wrong with that. It makes for less wasted space as it is actually useful then. Lots of creatures have good touch attack ac's. Even dragons, the king of high natural armor, can have touch ac's in the low 20's without an incredible amount of effort. At that point the first two attacks hit on anything but a 1 sure, but the latter ones need higher. Plus, this is about the only creature where the difference is so huge. It takes a creature that is normally nearly impossible to hit and puts him into the range of possiblities, nothing wrong with that. Especially for such an expensive enhancement with such huge limitations. Creatures with high dex, deflection bouses, dodge, or any number of other things, of which all are common at higher levels, would be hit only slightly more often. More often enough to warrent the +4? Yes, however you also have to take into account that effectively everything with a 'con -' is immune to the weapon entirely. That is a huge drawback! Some weapons may be entirely 'brilliant', if this happens and you drop it no more weapon. Along with difficulties in sheathing. Plus, it sheds light like a torch all of the time. That is not great in all situations. At higher level light sources are incredibly easy to get, but not always easy to put out. There is a bit of a drawback there. Really, like I've said, all it does is make the weapon more reciprocal. Are there situations and campaigns where it could be 'too good'? sure, but as it is right now I have not been in a campaign yet were it was even good enough to take for anyone but the bad guys. That is poor form. For the campaigns where it is too good, which I assume to be the vast minority, they can simply ban it. Much like many people do with vorpal even now. [/QUOTE]
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Brilliant Energy vs. Fortification
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