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General Tabletop Discussion
*Pathfinder & Starfinder
Cost of Vampiric weapon property?
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<blockquote data-quote="SteelDraco" data-source="post: 5846608" data-attributes="member: 359"><p>These are both really good points. Amulet of Mighty Fists allows it to apply to too many attacks in a round, which makes it overpowered even at +3 or +4. How about... hm.</p><p></p><p>You could either have it be something that triggers on a critical hit, like Bodyfeeder, or requires an action of some type to activate, or can only work a certain number of times per day. </p><p></p><p>Of those, I think I like the idea of requiring an immediate action to activate the best. It would cut down significantly on the impact of multiple attacks, since you'd only get 1d6 healing out of it per turn and eat up your swift action.</p><p></p><p>A power that triggers on a critical hit could work, but I prefer the control be on the player, rather than requiring luck for the primary ability of the weapon to work. Bodyfeeder is a good thing to look at for price comparison, though.</p><p></p><p>A certain number of times per day could work, I suppose, but it would just encourage rounds of "nova-ing", where a significant boost of power happens for a limited amount of time. It doesn't do that much to cut down on the power level, just how often it can unbalance things. I don't really like that as a weapon property; I'd rather have something less powerful but more consistent.</p><p></p><p>How about this? The action economy limits it quite a bit. It's an immediate action rather than a swift so the wielder can use it out of turn, but it still limits them to 1d6 healing per round and uses the swift action.</p></blockquote><p></p>
[QUOTE="SteelDraco, post: 5846608, member: 359"] These are both really good points. Amulet of Mighty Fists allows it to apply to too many attacks in a round, which makes it overpowered even at +3 or +4. How about... hm. You could either have it be something that triggers on a critical hit, like Bodyfeeder, or requires an action of some type to activate, or can only work a certain number of times per day. Of those, I think I like the idea of requiring an immediate action to activate the best. It would cut down significantly on the impact of multiple attacks, since you'd only get 1d6 healing out of it per turn and eat up your swift action. A power that triggers on a critical hit could work, but I prefer the control be on the player, rather than requiring luck for the primary ability of the weapon to work. Bodyfeeder is a good thing to look at for price comparison, though. A certain number of times per day could work, I suppose, but it would just encourage rounds of "nova-ing", where a significant boost of power happens for a limited amount of time. It doesn't do that much to cut down on the power level, just how often it can unbalance things. I don't really like that as a weapon property; I'd rather have something less powerful but more consistent. How about this? The action economy limits it quite a bit. It's an immediate action rather than a swift so the wielder can use it out of turn, but it still limits them to 1d6 healing per round and uses the swift action. [/QUOTE]
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Cost of Vampiric weapon property?
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