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General Tabletop Discussion
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New Weapon Enhancement: Timestealing
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 48417" data-attributes="member: 710"><p>Oh, yes, I see. You`re right about some of your comments, I think, though I do not agree with everything.</p><p></p><p>As a +3 enhancement only working on a critical hit (and thus not against undeads and constructs who are not subject to critical hits) it might be fine, no need for further restrictions, I think.</p><p>Combining it with the Keen Edge Ability and the Improved Critical Feat might make it much more powerful, but then it is already a +5 Weapon (+1 / Keen / Time Stealing), costing at least 50.000 gp Market Price - at that price, a weapon is expected to do some harm <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p>Be also aware of the Saving Throw against the effect.</p><p></p><p>Alternatively I could make it "maximum of 10 consecutive rounds per day" enhancement...</p><p></p><p>I will edit the text accordingly. I will stay with DC 15 for the Target. </p><p></p><p>Milo: I believe if you look in the DMG and read some of the magic items, every item that holds some spells allowing for a saving throw uses a throw based on the spell`s level and is completely ignoring the caster`s ability scores which would be required.</p><p>But I think DC 13 is a bit to weak for a +3 enhancement, especially when you`re already required to make a critical (this does not happen to often, does it?)</p><p></p><p>Oh, I will add an additional feature, since I get the impression that "double checking" (First a Critical, than a save) might make the enhancement to weak ... (Aargh. Balancing is difficult...)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 48417, member: 710"] Oh, yes, I see. You`re right about some of your comments, I think, though I do not agree with everything. As a +3 enhancement only working on a critical hit (and thus not against undeads and constructs who are not subject to critical hits) it might be fine, no need for further restrictions, I think. Combining it with the Keen Edge Ability and the Improved Critical Feat might make it much more powerful, but then it is already a +5 Weapon (+1 / Keen / Time Stealing), costing at least 50.000 gp Market Price - at that price, a weapon is expected to do some harm :). Be also aware of the Saving Throw against the effect. Alternatively I could make it "maximum of 10 consecutive rounds per day" enhancement... I will edit the text accordingly. I will stay with DC 15 for the Target. Milo: I believe if you look in the DMG and read some of the magic items, every item that holds some spells allowing for a saving throw uses a throw based on the spell`s level and is completely ignoring the caster`s ability scores which would be required. But I think DC 13 is a bit to weak for a +3 enhancement, especially when you`re already required to make a critical (this does not happen to often, does it?) Oh, I will add an additional feature, since I get the impression that "double checking" (First a Critical, than a save) might make the enhancement to weak ... (Aargh. Balancing is difficult...) [/QUOTE]
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