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Multi-property magic items
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<blockquote data-quote="Gruns" data-source="post: 4587290" data-attributes="member: 10312"><p><strong>Lowest Crit Mod</strong></p><p></p><p></p><p></p><p>As of now, mostly. The DMG has some sample Artifacts starting on page 164. There are some guidelines on how they work and whatnot, but those aren't everyday magic items.</p><p></p><p></p><p></p><p>As for the suckiest crit die, the reason you more or less have to do this is because some properties, for example, Battering, cost 0 levels. This means a +3 Battering Weapon costs the exact same as a plain vanilla +3 Magic Weapon. The tradeoff is that unlike the plain +3 Magic Weapon that deals an extra 3d6 on a crit, Battering Weapons do zilch on a crit. If you don't use the worst crit die, then you can just throw Battering, Blacksmelt, Distance, and other properties onto a weapon for the same price as NOT putting these properties on. Of course if you don't allow them to enter the game other then through DM intervention, then I suppose you have some wiggle room for the sake of fun.</p><p></p><p></p><p></p><p>I don't think the extra level is needed. In fact, it probably makes the typical weapon too undesirable to consider using. And by typical, I mean something like <em>Frostburn: The Sword of Fire and Ice</em>. A +1 Flaming/Frost Longsword. (At will: Free Action. All damage dealt by this weapon is Fire and Cold damage. Another Free Action returns the damage to Normal.) And both of the Daily power options if you hit. As it is, this would be a level 7 item. Is it worth being +1 behind pace for the minor benefit of probably being able to beat Fire and Cold resistance? Iffy. Adding another "extra" level to the cost only makes it worse.</p><p></p><p></p><p></p><p>If your intent is to just make weapons that you don't intend to use as weapons, then yeah, I'm sure it's a bad idea. In fact, I wouldn't let someone "dual-wield" Implements in the way you mentioned in the original post. You can carry two different Rods if you'd like, but you choose which one is going to be umm.. implementing your magic for this particular use of a power. Do you use your plain vanilla +3 Magic Rod, or do you want to try to get a little zing and use your +1 Rod of Multiple Hotness, knowing that you're going to miss about 10% more often. if you use the +3, the Rod of Multiple Hotness remains blissfully ignorant of the situation and adds nothing to the result.</p><p>Like I said, I like the idea of weapons with multiple properties, so long as their used the way they're supposed to be used. And they're of course flavorful. Even better if it takes an adventure or two to find them. Not too keen on just looking for ways to "powergame" or min/max.</p><p>Later!</p><p>Gruns</p></blockquote><p></p>
[QUOTE="Gruns, post: 4587290, member: 10312"] [b]Lowest Crit Mod[/b] As of now, mostly. The DMG has some sample Artifacts starting on page 164. There are some guidelines on how they work and whatnot, but those aren't everyday magic items. As for the suckiest crit die, the reason you more or less have to do this is because some properties, for example, Battering, cost 0 levels. This means a +3 Battering Weapon costs the exact same as a plain vanilla +3 Magic Weapon. The tradeoff is that unlike the plain +3 Magic Weapon that deals an extra 3d6 on a crit, Battering Weapons do zilch on a crit. If you don't use the worst crit die, then you can just throw Battering, Blacksmelt, Distance, and other properties onto a weapon for the same price as NOT putting these properties on. Of course if you don't allow them to enter the game other then through DM intervention, then I suppose you have some wiggle room for the sake of fun. I don't think the extra level is needed. In fact, it probably makes the typical weapon too undesirable to consider using. And by typical, I mean something like [I]Frostburn: The Sword of Fire and Ice[/I]. A +1 Flaming/Frost Longsword. (At will: Free Action. All damage dealt by this weapon is Fire and Cold damage. Another Free Action returns the damage to Normal.) And both of the Daily power options if you hit. As it is, this would be a level 7 item. Is it worth being +1 behind pace for the minor benefit of probably being able to beat Fire and Cold resistance? Iffy. Adding another "extra" level to the cost only makes it worse. If your intent is to just make weapons that you don't intend to use as weapons, then yeah, I'm sure it's a bad idea. In fact, I wouldn't let someone "dual-wield" Implements in the way you mentioned in the original post. You can carry two different Rods if you'd like, but you choose which one is going to be umm.. implementing your magic for this particular use of a power. Do you use your plain vanilla +3 Magic Rod, or do you want to try to get a little zing and use your +1 Rod of Multiple Hotness, knowing that you're going to miss about 10% more often. if you use the +3, the Rod of Multiple Hotness remains blissfully ignorant of the situation and adds nothing to the result. Like I said, I like the idea of weapons with multiple properties, so long as their used the way they're supposed to be used. And they're of course flavorful. Even better if it takes an adventure or two to find them. Not too keen on just looking for ways to "powergame" or min/max. Later! Gruns [/QUOTE]
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