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Magic weapon crafting tweaks, need your eyeballs please
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<blockquote data-quote="blargney the second" data-source="post: 5863110" data-attributes="member: 14678"><p>My bard arcane duelist is about to hit 5th level, and with it he'll be the first character in our Dark Sun game to be able to craft magic items. Specifically, he'll be able to put enhancements on his bonded weapon, so magic weapon crafting is the focus of this post.</p><p></p><p>Here are the parameters that we're working with:</p><ol> <li data-xf-list-type="ol"><em>E6 system</em> - the highest caster level possible is 6, and some spells are inaccessible.</li> <li data-xf-list-type="ol"><em>Crappy materials</em> - we're dealing with materials that are the equivalent of cursed weapons in regular D&D. ie -1 attack, -1 damage.</li> <li data-xf-list-type="ol"><em>No +X enhancements</em> - the DM doesn't want +1, +2, etc weapons (or armors) in the world.</li> <li data-xf-list-type="ol"><em>Weapon breakage</em> - on a natural 1, your weapon makes a saving throw or breaks.</li> <li data-xf-list-type="ol"><em>Drawbacks and charges</em> - many items have drawbacks and/or finite charges. ie I had an obsidian longsword that did 1d8 frost damage per hit, but I also had to make a DC 15 Will save or take 1d6 Wisdom damage. It only had 5 or 6 charges when we acquired it, and one was used each time it hit an enemy.</li> </ol><p></p><p><strong>Problem:</strong> As a result of #1 and #3 above, there are very very few enhancements that it is actually possible to craft. So we're looking at a slight overhaul of the crafting system.</p><p></p><p><strong>Proposed solution:</strong></p><ol> <li data-xf-list-type="ol"><em>Remove caster level & spell requirements</em> - frost usually needs CL 8 and <em>chill metal</em> or <em>ice storm</em>. Remove them.</li> <li data-xf-list-type="ol"><em>Maximum equivalent +X</em> - a normal +1 weapon requires CL 3, and a +2 weapon needs CL 6. Since regular enhancement bonuses are gone, at CL 3-5 a given weapon can have either frost (+1 equiv) or keen (+1 equiv), and both at CL 6. Or just wounding (+2 equiv) at CL 6.</li> <li data-xf-list-type="ol"><em>Drawbacks if you are not the crafter</em> - if you actually make an item yourself, it has no drawbacks for you. Other people using it experience drawbacks. The reasoning for this is that the crafter had to sink feats. Side benefit is that we can sort the drawback list out at a later date.</li> </ol><p></p><p>Does this seem like a reasonable idea, or is there some major stupidity that we've overlooked?</p><p></p><p>Thanks!</p><p>-blarg</p></blockquote><p></p>
[QUOTE="blargney the second, post: 5863110, member: 14678"] My bard arcane duelist is about to hit 5th level, and with it he'll be the first character in our Dark Sun game to be able to craft magic items. Specifically, he'll be able to put enhancements on his bonded weapon, so magic weapon crafting is the focus of this post. Here are the parameters that we're working with: [LIST=1] [*][i]E6 system[/i] - the highest caster level possible is 6, and some spells are inaccessible. [*][i]Crappy materials[/i] - we're dealing with materials that are the equivalent of cursed weapons in regular D&D. ie -1 attack, -1 damage. [*][I]No +X enhancements[/I] - the DM doesn't want +1, +2, etc weapons (or armors) in the world. [*][i]Weapon breakage[/i] - on a natural 1, your weapon makes a saving throw or breaks. [*][i]Drawbacks and charges[/i] - many items have drawbacks and/or finite charges. ie I had an obsidian longsword that did 1d8 frost damage per hit, but I also had to make a DC 15 Will save or take 1d6 Wisdom damage. It only had 5 or 6 charges when we acquired it, and one was used each time it hit an enemy. [/LIST] [b]Problem:[/b] As a result of #1 and #3 above, there are very very few enhancements that it is actually possible to craft. So we're looking at a slight overhaul of the crafting system. [b]Proposed solution:[/b] [LIST=1] [*][i]Remove caster level & spell requirements[/i] - frost usually needs CL 8 and [i]chill metal[/i] or [i]ice storm[/i]. Remove them. [*][i]Maximum equivalent +X[/i] - a normal +1 weapon requires CL 3, and a +2 weapon needs CL 6. Since regular enhancement bonuses are gone, at CL 3-5 a given weapon can have either frost (+1 equiv) or keen (+1 equiv), and both at CL 6. Or just wounding (+2 equiv) at CL 6. [*][i]Drawbacks if you are not the crafter[/i] - if you actually make an item yourself, it has no drawbacks for you. Other people using it experience drawbacks. The reasoning for this is that the crafter had to sink feats. Side benefit is that we can sort the drawback list out at a later date. [/LIST] Does this seem like a reasonable idea, or is there some major stupidity that we've overlooked? Thanks! -blarg [/QUOTE]
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