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Magic Weapons and Keyword Inheritance
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<blockquote data-quote="PrecociousApprentice" data-source="post: 4346629" data-attributes="member: 61449"><p>So after further thinking about this subject, I am not sure that my initial conclusion that this was an extremely broken rule is correct. What it does is turn a lot of sub-par choices (all the feats that trigger off of damage and effect keywords) into relatively good choices. It also turns one really bad choice (Doomsayer) into a pretty fantastic choice. Seeing as this is the only choice for a single classed Starlock, I am in favor of making sure that their only choice doesn't suck. </p><p></p><p>I think that probably if we play with the custserve backed RAW for a while, we will find that this isn't really broken, and it actually is fun. </p><p></p><p>The Rogue who uses a cold weapon to take advantage of the Wintertouched/Lasting Frost combo, you will add a couple of d6s to your damage every hit. Good, but when compared to the padded sumo effect of ballooning HP at higher levels, the extra damage might not even scale well. </p><p></p><p>The Doomsayer/Fear keyword might just allow a controller to control a little with his max 4 Daily spells with a save ends condition that lasts more than 1.5 rounds on average. Since there is only one spell that gives the unconscious condition, the other three won't even make them helpless, just not as good. </p><p></p><p>The fighter that applies an elemental keyword to all his powers may get an advantage from enemies that have vulnerability to that keyword, but he has to switch out weapons when facing enemies that are immune to it. There are trade offs for every choice. This is good. </p><p></p><p>Seems to me that this just adds more meaningful choices, and adds more meaning to choices in other areas of the game.</p><p></p><p>Saying that this is broken at this point may be a little premature. We should play with the rules as they are written and explained by custserve before we get too bent out of shape. I will likely have a campaign that has no magic items at some point. This was an interesting twist to the RAW that I was not anticipating, but it does make the game as written more cohesive and interesting, so I will play it as they tell me to for now. I can always change later.</p></blockquote><p></p>
[QUOTE="PrecociousApprentice, post: 4346629, member: 61449"] So after further thinking about this subject, I am not sure that my initial conclusion that this was an extremely broken rule is correct. What it does is turn a lot of sub-par choices (all the feats that trigger off of damage and effect keywords) into relatively good choices. It also turns one really bad choice (Doomsayer) into a pretty fantastic choice. Seeing as this is the only choice for a single classed Starlock, I am in favor of making sure that their only choice doesn't suck. I think that probably if we play with the custserve backed RAW for a while, we will find that this isn't really broken, and it actually is fun. The Rogue who uses a cold weapon to take advantage of the Wintertouched/Lasting Frost combo, you will add a couple of d6s to your damage every hit. Good, but when compared to the padded sumo effect of ballooning HP at higher levels, the extra damage might not even scale well. The Doomsayer/Fear keyword might just allow a controller to control a little with his max 4 Daily spells with a save ends condition that lasts more than 1.5 rounds on average. Since there is only one spell that gives the unconscious condition, the other three won't even make them helpless, just not as good. The fighter that applies an elemental keyword to all his powers may get an advantage from enemies that have vulnerability to that keyword, but he has to switch out weapons when facing enemies that are immune to it. There are trade offs for every choice. This is good. Seems to me that this just adds more meaningful choices, and adds more meaning to choices in other areas of the game. Saying that this is broken at this point may be a little premature. We should play with the rules as they are written and explained by custserve before we get too bent out of shape. I will likely have a campaign that has no magic items at some point. This was an interesting twist to the RAW that I was not anticipating, but it does make the game as written more cohesive and interesting, so I will play it as they tell me to for now. I can always change later. [/QUOTE]
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