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Energy Enhancements are too good at +1 (math)
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<blockquote data-quote="Elder-Basilisk" data-source="post: 2341949" data-attributes="member: 3146"><p>I suspect that this depends very much on the campaign.</p><p></p><p>I know my Living Greyhawk character has an ghost touch undead bane sword and he has a chance to use the bane maybe once every three modules. Evil Outsider bane wouldn't work much better for him.</p><p></p><p>I know a number of archer characters who are looking for a chance to get an elemental bane bow as well--in that case, it's not the frequency of fighting elementals that makes the enhancement attractive, but rather, the difficulty of damaging elementals otherwise. (Since they're not subject to crits, sneak attacks, or holy damage, frequently (50%) resist fire damage, and have DR 5/- or 10/- which cuts down the archer's normal damage quite dramatically).</p><p></p><p>However, for characters who just want to use one weapon and power attack more when they run into DR, bane weapons are not a very good choice (since they push up the cost of holy, wounding, and all the other enhancements characters tend to want on their weapons).</p><p></p><p>At +1, bane weapons are a cool enhancement to have around if you're the kind of character who carries more than one weapon. (About the only ones I can see being generally unbalancing is human-bane and Complete Arcane's Mage-bane property).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2341949, member: 3146"] I suspect that this depends very much on the campaign. I know my Living Greyhawk character has an ghost touch undead bane sword and he has a chance to use the bane maybe once every three modules. Evil Outsider bane wouldn't work much better for him. I know a number of archer characters who are looking for a chance to get an elemental bane bow as well--in that case, it's not the frequency of fighting elementals that makes the enhancement attractive, but rather, the difficulty of damaging elementals otherwise. (Since they're not subject to crits, sneak attacks, or holy damage, frequently (50%) resist fire damage, and have DR 5/- or 10/- which cuts down the archer's normal damage quite dramatically). However, for characters who just want to use one weapon and power attack more when they run into DR, bane weapons are not a very good choice (since they push up the cost of holy, wounding, and all the other enhancements characters tend to want on their weapons). At +1, bane weapons are a cool enhancement to have around if you're the kind of character who carries more than one weapon. (About the only ones I can see being generally unbalancing is human-bane and Complete Arcane's Mage-bane property). [/QUOTE]
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Energy Enhancements are too good at +1 (math)
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