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General Tabletop Discussion
*Dungeons & Dragons
Is Vicious the new Bloodclaw?
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<blockquote data-quote="evilbob" data-source="post: 9649995" data-attributes="member: 9789"><p>Bloodclaw was an infamous 4e weapon enchantment that was wildly imbalanced and the clear best choice for any class that used a weapon to hit things. (Similarly: in 4e, RAW was that players had a large amount of control over what items they got.) You could do up to 6 damage to yourself (depending on the +X of the weapon) to do x2 that damage to an enemy, or x3 for two-handed weapons. So -6 damage to you, +12 or +18 damage on your hit. 4e HP was like 5.5: you had plenty, and healing was everywhere. The damage to you meant nothing, but the damage output of the weapons was mechanically better than anything else in the game. It eventually got "patched" by making it only work once per battle (recharge on a short rest would be the 5.5 mechanic). Even afterwards it was still a top choice.</p><p></p><p>Vicious is similar because it is a mechanically superior choice for any class that can use a weapon effectively, which is all of them. Given a choice, you should always pick a vicious weapon. Always. It outperforms legendary weapons. A quick check and it seems to be better than any legendary weapon in the 2024 DMG, all of which require attunement.</p><p></p><p>I agree with you that "attunement" seems to be the way the designers have chosen to balance magic items, and it's both a blessing (because inexperienced DMs can't get too far into trouble) and a curse (because... fewer cool items).</p><p></p><p>I don't think attunement alone solves "vicious" weapons, or making it "very rare." Even with attunement it's still better than many legendaries. Adding both attunement AND making it legendary would do the trick, IMO. It would also be nice to figure out a way to make a "rare" version.</p></blockquote><p></p>
[QUOTE="evilbob, post: 9649995, member: 9789"] Bloodclaw was an infamous 4e weapon enchantment that was wildly imbalanced and the clear best choice for any class that used a weapon to hit things. (Similarly: in 4e, RAW was that players had a large amount of control over what items they got.) You could do up to 6 damage to yourself (depending on the +X of the weapon) to do x2 that damage to an enemy, or x3 for two-handed weapons. So -6 damage to you, +12 or +18 damage on your hit. 4e HP was like 5.5: you had plenty, and healing was everywhere. The damage to you meant nothing, but the damage output of the weapons was mechanically better than anything else in the game. It eventually got "patched" by making it only work once per battle (recharge on a short rest would be the 5.5 mechanic). Even afterwards it was still a top choice. Vicious is similar because it is a mechanically superior choice for any class that can use a weapon effectively, which is all of them. Given a choice, you should always pick a vicious weapon. Always. It outperforms legendary weapons. A quick check and it seems to be better than any legendary weapon in the 2024 DMG, all of which require attunement. I agree with you that "attunement" seems to be the way the designers have chosen to balance magic items, and it's both a blessing (because inexperienced DMs can't get too far into trouble) and a curse (because... fewer cool items). I don't think attunement alone solves "vicious" weapons, or making it "very rare." Even with attunement it's still better than many legendaries. Adding both attunement AND making it legendary would do the trick, IMO. It would also be nice to figure out a way to make a "rare" version. [/QUOTE]
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