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New Weapon Enhancement: Timestealing
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<blockquote data-quote="whatisitgoodfor" data-source="post: 52336" data-attributes="member: 932"><p>Mustrum Ridcully:</p><p></p><p></p><p>A common misconception. It is still possible to score a critical hit against undead, plants and other "critical immune" enemies, you simply don't multiply your base damage. Therefore, critical effects, such as the burst enhancements, still trigger and still deal extra damage.</p><p></p><p>Comparing TimeStealing to the Speed enhancement from the DMG, it isn't too bad. Speed is a +4, but allows the extra haste attack every round. Allowing a character to get the same benefit on a critical hit for only a +3 should be in the same ball park balance wise. </p><p></p><p>The Slow effect doesn't really even play into balancing the weapon, since creatures that a character with a +4 (minimum) weapon is fighting are going to have at least a +5 to +10 on thier Will saves.</p><p>-------------</p><p></p><p>On a side note, since you have decided to tie the enhancement to critical hits, some part of it should depend on the critical multiplier of the weapon also. </p><p></p><p>Off the top of my head, easy things to add would be a duration of {critical multiplier -1} or change the DC to {12 + critical multiplier}.</p><p></p><p>Anyway, there's my two cents. I hope you enjoyed them, I spent a lot of time and effort shining them.</p></blockquote><p></p>
[QUOTE="whatisitgoodfor, post: 52336, member: 932"] Mustrum Ridcully: A common misconception. It is still possible to score a critical hit against undead, plants and other "critical immune" enemies, you simply don't multiply your base damage. Therefore, critical effects, such as the burst enhancements, still trigger and still deal extra damage. Comparing TimeStealing to the Speed enhancement from the DMG, it isn't too bad. Speed is a +4, but allows the extra haste attack every round. Allowing a character to get the same benefit on a critical hit for only a +3 should be in the same ball park balance wise. The Slow effect doesn't really even play into balancing the weapon, since creatures that a character with a +4 (minimum) weapon is fighting are going to have at least a +5 to +10 on thier Will saves. ------------- On a side note, since you have decided to tie the enhancement to critical hits, some part of it should depend on the critical multiplier of the weapon also. Off the top of my head, easy things to add would be a duration of {critical multiplier -1} or change the DC to {12 + critical multiplier}. Anyway, there's my two cents. I hope you enjoyed them, I spent a lot of time and effort shining them. [/QUOTE]
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