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Cost for extra damage dice
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<blockquote data-quote="akbearfoot" data-source="post: 4565703" data-attributes="member: 33560"><p>well my instincts would be to Nix any attempts to skirt the already existing options for extra damage....the energy enhancments, then the burst enhancments. Then there is the psionic enhancment that add the flat +5 damage. If the epic lv handbook intended monks to tripple their damage output per hit then they would have added something like this in already.</p><p></p><p>Any attempt to add 'generic damage dice' completely throws the intended balance mechanism for weapon enhancments off kilter...IE every enhancment costs proportionally more. It also makes damage reduction completely irrelevant, and sets up a rediculous precident for spell casters to do the exact same thing to their SPELLS.</p><p></p><p></p><p>If you are allowed to buy an item that adds 4d6 bludgeoning damage, then next is another item that adds piercing, then another that adds slashing. Then someone will make the leap to sacred damage, then luck damage, then enhancment damage. Then suddenly the monk is doing 50 dice of damage 5 hits per round...Then the party wizard goes ok 'I want an item that adds 10d6 energy damage damage to all my spells' Then he'll get itme number 2 that adds a different element...then suddenly hes rolling 80 damage dice per spell, even magic missiles and scorching rays and orb spells.</p><p></p><p>Bad idea....very bad idea. Even epic games need to have limits.</p></blockquote><p></p>
[QUOTE="akbearfoot, post: 4565703, member: 33560"] well my instincts would be to Nix any attempts to skirt the already existing options for extra damage....the energy enhancments, then the burst enhancments. Then there is the psionic enhancment that add the flat +5 damage. If the epic lv handbook intended monks to tripple their damage output per hit then they would have added something like this in already. Any attempt to add 'generic damage dice' completely throws the intended balance mechanism for weapon enhancments off kilter...IE every enhancment costs proportionally more. It also makes damage reduction completely irrelevant, and sets up a rediculous precident for spell casters to do the exact same thing to their SPELLS. If you are allowed to buy an item that adds 4d6 bludgeoning damage, then next is another item that adds piercing, then another that adds slashing. Then someone will make the leap to sacred damage, then luck damage, then enhancment damage. Then suddenly the monk is doing 50 dice of damage 5 hits per round...Then the party wizard goes ok 'I want an item that adds 10d6 energy damage damage to all my spells' Then he'll get itme number 2 that adds a different element...then suddenly hes rolling 80 damage dice per spell, even magic missiles and scorching rays and orb spells. Bad idea....very bad idea. Even epic games need to have limits. [/QUOTE]
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