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I think you peeps are not thinking about+n swords properly!
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<blockquote data-quote="Sunseeker" data-source="post: 5857480"><p>Problematically, situational bonuses are always much less useful than non-situational ones.</p><p></p><p>Great my sword glows when there's goblinoids about...well unless I'm playing a LOTR-esque campaign where the enemies are <em>always</em> orcs and goblins, that's gonna come in handy what...once? Damage resistance is so rarely used, and most of the things with it have like 5+ points of it, we're still on the losing end.</p><p></p><p>But +hit <em>always</em> matters. +damage <em>always</em> matters. The list of things upn which these won't be beneficial are so infintessimally small they're not even worth considering.</p><p></p><p>If we're trying to make magic weapons appealing without making them Weapons of +Math, then they ought to enable the character wielding them to do something they previously couldn't. What can't a fighter do? Shoot fireballs and hit things at range real well. What can't a wizard do? Hit stuff up close. So on, so forth. Strangely enough, this theory has been applied to non-weapon magic items since the beginning. Boots of speed for your slow dwarf, boots of flight for your non-casters, ect...</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5857480"] Problematically, situational bonuses are always much less useful than non-situational ones. Great my sword glows when there's goblinoids about...well unless I'm playing a LOTR-esque campaign where the enemies are [I]always[/I] orcs and goblins, that's gonna come in handy what...once? Damage resistance is so rarely used, and most of the things with it have like 5+ points of it, we're still on the losing end. But +hit [I]always[/I] matters. +damage [I]always[/I] matters. The list of things upn which these won't be beneficial are so infintessimally small they're not even worth considering. If we're trying to make magic weapons appealing without making them Weapons of +Math, then they ought to enable the character wielding them to do something they previously couldn't. What can't a fighter do? Shoot fireballs and hit things at range real well. What can't a wizard do? Hit stuff up close. So on, so forth. Strangely enough, this theory has been applied to non-weapon magic items since the beginning. Boots of speed for your slow dwarf, boots of flight for your non-casters, ect... [/QUOTE]
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Community
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I think you peeps are not thinking about+n swords properly!
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