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General Tabletop Discussion
*Pathfinder & Starfinder
Limiting Greater Magical Weapon
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<blockquote data-quote="comrade raoul" data-source="post: 830305" data-attributes="member: 554"><p>So my first change isn't nearly as popular as the second one; perhaps it can use a bit of explanation.</p><p></p><p>The "only one piece of ammunition" rule was motivated by all of those threads about archers a while back. I tended to agree with people that archers were way too powerful -- a good archer could outdamage a melee character pretty consistently (assuming the melee character wasn't a twinked frenzied berserker or the like), and could do that damage from a considerable range, and make a full attack every round, and so forth.</p><p></p><p>A bit of math revealed two things. First, much of an archer's impressive damage output had to do with the fact that they benefited from <em>two</em> enhancement bonuses (the bow and arrows), rather than just one (a melee weapon). It also revealed that magical arrows were surprisingly expensive -- fifty +5 arrows cost 50,000 gp and change, for about 1k <em>per arrow</em>.</p><p></p><p>At that point, things made sense -- 3e was balanced under the assumption archers may be powerful, but they'd have to pay through the nose for it (hence the appeal the arcane archer, but that's a digression). A high-level archer using rapid shot on a full attack with +5 arrows spends 5k <em>per round</em> -- a major balancing factor. If a melee character got to spend 5k per round on powerful expendable magical items, he'd be pretty sick, too.</p><p></p><p>And hence the problem with <em>greater magic weapon</em> affecting ammunition -- it allowed archers to save incredible amounts of money and made them disproportionately powerful. Since arrows are consumed upon being fired, if you're going to fire 50 +5 arrows in a day of adventuring (which you will, in ten to fifteen rounds of combat), a set of masterwork arrows affected by <em>greater magic weapon</em> is for practically all intents and purposes just as good as that 50k quiver of +5 arrows -- that is, one third-level spell in effect creates a 50,000 gold piece magical item. <em>Wish</em> can't do that!</p><p></p><p>Hence the house rule. Note that I don't think this unfairly nerfs archers, or makes <em>greater magic weapon</em> any less useful to them: they can still benefit from it cast on their bow in the same way a melee character can benefit from it cast on his weapon. And that seems fair to me.</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 830305, member: 554"] So my first change isn't nearly as popular as the second one; perhaps it can use a bit of explanation. The "only one piece of ammunition" rule was motivated by all of those threads about archers a while back. I tended to agree with people that archers were way too powerful -- a good archer could outdamage a melee character pretty consistently (assuming the melee character wasn't a twinked frenzied berserker or the like), and could do that damage from a considerable range, and make a full attack every round, and so forth. A bit of math revealed two things. First, much of an archer's impressive damage output had to do with the fact that they benefited from [i]two[/i] enhancement bonuses (the bow and arrows), rather than just one (a melee weapon). It also revealed that magical arrows were surprisingly expensive -- fifty +5 arrows cost 50,000 gp and change, for about 1k [i]per arrow[/i]. At that point, things made sense -- 3e was balanced under the assumption archers may be powerful, but they'd have to pay through the nose for it (hence the appeal the arcane archer, but that's a digression). A high-level archer using rapid shot on a full attack with +5 arrows spends 5k [i]per round[/i] -- a major balancing factor. If a melee character got to spend 5k per round on powerful expendable magical items, he'd be pretty sick, too. And hence the problem with [i]greater magic weapon[/i] affecting ammunition -- it allowed archers to save incredible amounts of money and made them disproportionately powerful. Since arrows are consumed upon being fired, if you're going to fire 50 +5 arrows in a day of adventuring (which you will, in ten to fifteen rounds of combat), a set of masterwork arrows affected by [i]greater magic weapon[/i] is for practically all intents and purposes just as good as that 50k quiver of +5 arrows -- that is, one third-level spell in effect creates a 50,000 gold piece magical item. [i]Wish[/i] can't do that! Hence the house rule. Note that I don't think this unfairly nerfs archers, or makes [i]greater magic weapon[/i] any less useful to them: they can still benefit from it cast on their bow in the same way a melee character can benefit from it cast on his weapon. And that seems fair to me. [/QUOTE]
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