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<blockquote data-quote="the Jester" data-source="post: 2702483" data-attributes="member: 1210"><p>The "automatic critical hit" clause means, in the hands of a high-level fighter-type, massive amounts of bonus damage. Bane remains +2d6+2. Why not just make it bane vs. conjured creatures? Seems simpler to me, and more balanced.</p><p></p><p><em>Any</em> weapon property that potentially adds +50 damage is pretty darn powerful imho. Comparing it to the Speed weapon quality, it <em>is</em> the equivalent of an extra attack, but one that always hits against its chosen targets. Against creatures outside of its special targets, it doesn't do anything, but neither does bane. </p><p></p><p>(In fact, isn't there an epic property that is like a +4d6 bane type of thing? I would suggest that this is far superior.)</p><p></p><p>The thing about blowing up astral constructs is that there are far, far less of them in a typical campaign than there are teleporters, summoned and called creatures, etc.</p></blockquote><p></p>
[QUOTE="the Jester, post: 2702483, member: 1210"] The "automatic critical hit" clause means, in the hands of a high-level fighter-type, massive amounts of bonus damage. Bane remains +2d6+2. Why not just make it bane vs. conjured creatures? Seems simpler to me, and more balanced. [i]Any[/i] weapon property that potentially adds +50 damage is pretty darn powerful imho. Comparing it to the Speed weapon quality, it [i]is[/i] the equivalent of an extra attack, but one that always hits against its chosen targets. Against creatures outside of its special targets, it doesn't do anything, but neither does bane. (In fact, isn't there an epic property that is like a +4d6 bane type of thing? I would suggest that this is far superior.) The thing about blowing up astral constructs is that there are far, far less of them in a typical campaign than there are teleporters, summoned and called creatures, etc. [/QUOTE]
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