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New Weapon/Armor Enchantments
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<blockquote data-quote="SevenSir" data-source="post: 747633" data-attributes="member: 10476"><p>I hope the tendency to favor crit-more-often weapons over crit-more-harder weapons isn't so consistent that it doesn't seem like a problem any more. My players know that mathematically, a 20-X3, crit weapon deals as much damage as a (19-20)-x2 crit weapon. Nobody feels like he's shorting himseld on damage for using an axe instead of a sword. It's good for flavor.</p><p></p><p>Depending on the consistency of the pool from which you draw your beasties, either one might actually wind up more useful.</p><p></p><p>Still, I'd love to see someone use a scythe, and I'm making sure that the deity with that favored weapon has attractive domains in my homebrew.</p><p></p><p>As for the enhancements, I like slowing and alertness best. Good, simple effects.</p><p></p><p>I've got some trouble with Learning and Greater Learning. They seem like they'd generate a voracious need for bookkeeping. The Healing enhancement, while a good idea, also has a similar problem. As it's written, it requires the damage dice be thrown one at a time (so one is first). My players usually throw more than that. If my rogue sneak attacked for +3d6 damage with a flaming rapier and scored a critical, he'd roll 6d6 all at once. The only exceptions would be if there were a fire resistance or vulnerability in question.</p><p></p><p>::Note to self: give rogue a flaming rapier::</p></blockquote><p></p>
[QUOTE="SevenSir, post: 747633, member: 10476"] I hope the tendency to favor crit-more-often weapons over crit-more-harder weapons isn't so consistent that it doesn't seem like a problem any more. My players know that mathematically, a 20-X3, crit weapon deals as much damage as a (19-20)-x2 crit weapon. Nobody feels like he's shorting himseld on damage for using an axe instead of a sword. It's good for flavor. Depending on the consistency of the pool from which you draw your beasties, either one might actually wind up more useful. Still, I'd love to see someone use a scythe, and I'm making sure that the deity with that favored weapon has attractive domains in my homebrew. As for the enhancements, I like slowing and alertness best. Good, simple effects. I've got some trouble with Learning and Greater Learning. They seem like they'd generate a voracious need for bookkeeping. The Healing enhancement, while a good idea, also has a similar problem. As it's written, it requires the damage dice be thrown one at a time (so one is first). My players usually throw more than that. If my rogue sneak attacked for +3d6 damage with a flaming rapier and scored a critical, he'd roll 6d6 all at once. The only exceptions would be if there were a fire resistance or vulnerability in question. ::Note to self: give rogue a flaming rapier:: [/QUOTE]
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