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Cursespewing Weapon ability is badly broken... fix ?

Nice comparison to spell storing... certainly spell storing doesn't work against multiple foes. Yet you get some flexibility in spell choices.

As for comparing to d6 elemental damage... its hard. Elemental damage speeds death... while cursepewing reduces the threat in a way.

Many think a +1 enh bonus is better than elemental damage... you get 5% more hits and +1 damage... vs avg +3.5 damage that might be resisted by some creatures.
 

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Without considering energy resistance, a +1 enhancement bonus is similar to elemental damage for a two handed weapon--power attack for 1 more and the enhancement bonus yields three points of damage. For a one-handed weapon, the energy enhancement is generally better unless your damage per hit is very large indeed.

The thing that puts energy enhancements over the top in general is that greater magic weapon stacks with energy enhancements but overlaps with a +x enhancement bonus.

Rashak Mani said:
Many think a +1 enh bonus is better than elemental damage... you get 5% more hits and +1 damage... vs avg +3.5 damage that might be resisted by some creatures.
 

Since we are at 7th lvl... Greater Magic Weapon will soon hit the not amazing +2 bonus. +3 being 4 lvls away. Our Drow wizard made it clear that he won't learn this spell either... :\

Nice comparison of the +1 vs +d6 damage. There is a power in the DM II (I think) that is quite neat... where a +1 bonus can summon once a day a Large Elemental of the energy type of your weapon. So a flaming weapon could summon once a day a Large Fire elemental.
 

Maybe it's broken because BoVD isn't in 3.5, some weapon powers such as wounding are very dangerous and are only +2 equivalent.
 

I think that if you simply made it give someone the sickened condition there probably wouldnt be any problems with it being 'overpowered'. Maybe some with underpowered, but that is better than disallowing it completely sometimes.

I dont have the book but from other posts it sounds like if they make their save they are immune to its effect for 24 hours but I dont know the duration of the effect.

If, instead, a creature could be repeatidly effected but the curse only worked on that creatures next turn maybe it would be all right.

That would mean that every now and then a creature would have a round of weakness.. Unfortunately it is a 'lot' more rolling for the dm, so maybe just making it sickened for some number of rounds would be best.
 

I just asked my DMs permission for this enhancement with the following restrictions:

- Foes that are hit make a save only once per encounter.
- Duration of the curse is 1 min / 10 rounds
- If they save they can't be affected again for 24 hours
(just in case some villain gets away... sorry hero... I'm an evil drow !)

Seems balanced now... or more balanced...
 

Well.. by having the effect permenet.. you would get to meet your Feared Foe still scared after his last battle against the Horrified weapon! :)
I would like it as a DM.. but it seems strong
Maybe make it on Critical Hits? Then it certainly wouldn't be overpowered
 

Critical Hits only would make it very less powerful I think.

You think its still strong... hmmm... maybe only the first hit every round uses the Curse ? Would that balance it more ?
(That would mean cursing only one opponent per round... )
 

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