Energy Enhancements are too good at +1 (math)

A player of mine, made such a sword, +1, Holy, Lawful, Bane Evil And/or Chaotic Outsider or something like that.. I houserules that all the damage dice does stack, but for the Bane, Enchantment are only increase by 2 (not 4)

btw, this sword kindof remove the flavor from critical hits.. normal hit: 10d6, Crit: 12d6
nearly no diffrence at all.
 

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Three pages and nobody's turned this into a version 3.5 bashing thread? I mean, this was clearly balanced in 3.0, when the higher enhancement bonus let you cut through tougher levels of DR, which counterbalanced the (in most cases) slight average damage advantage of the energy damage bonus. But now, in 3.5, we have not only the infamous 'golf bag' effect, but also the proliferation of +1 weapons with piles of special powers, and nary a +5 weapon to be found ...
 



Goolpsy said:
but for the Bane, Enchantment are only increase by 2 (not 4)

I think that depends on whether you interpret the "normal" that it's +2 more enhancement bonus from. I take it to be "than the weapon would otherwise be under the current circumstances" meaning that it stacks with greater magic weapon and other applicable banes. If normal is taken to mean base enhancment value, it doesn't stack with greater magic weapon or other applicable banes.

btw, this sword kindof remove the flavor from critical hits.. normal hit: 10d6, Crit: 12d6
nearly no diffrence at all.

Hmmm. I would expect that at the levels high enough to get that kind of a sword, there would still be a noticable difference. Assuming a 26 strength and weapon specialization (because if he didn't have fighter levels, he'd have greater rage for a higher strength or smite evil), that would be 10d6+22 (average 57) on a normal hit and 12d6+44 (average 86) on a crit. That's still quite a noticable difference.... But, of course, milage will vary based on the particular character. Rogue and other low strength types tend to have a lot of unimpressive crits.
 

Christian said:
Three pages and nobody's turned this into a version 3.5 bashing thread? I mean, this was clearly balanced in 3.0, when the higher enhancement bonus let you cut through tougher levels of DR, which counterbalanced the (in most cases) slight average damage advantage of the energy damage bonus. But now, in 3.5, we have not only the infamous 'golf bag' effect, but also the proliferation of +1 weapons with piles of special powers, and nary a +5 weapon to be found ...

IMO, this is a problem with the duration of greater magical weapon and not with 3.5 . This problem existed in 3.0 as well, only there it manifested itself as the problem of "stacking bonuses from bows and arrows" which IMO wasn't really a problem, except for the fact that greater magical weapon gave very cheap access to powerful magical arrows, undercuting the cost which would otherwise make the use of such stacking prohibitive, except for very high level characters.

IMO, the duration should be measured in minutes, not hours. This returns the value to having a "plain" +5 weapon, as opposed to +1 with abilities.
 

I dont have a problem with his sword, but seing the number off dice used when a flaming burst greataxe scores a critical.. normally dealing 1d12 + 1d6.. now dealing 3d12 + 2d10 .. so many more dice...

Then the paladin does the same.. first throw 10d6.. then saying "Now the critical" and adding only 2 dice to the count..

As one of my players said when casting a fireball: "I don't like to maximize the spell, it is so much more fun to roll the dice"
 

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