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Prismatic Weapons
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<blockquote data-quote="Paultimatum" data-source="post: 4599391" data-attributes="member: 80484"><p>That might be what I end up doing, it could be a better idea, but I'm not sure which damage types to remove, or which of the effects are overpowered (if there are any, although there probably is at least one unfair effect). Its also fine if not all the options are the exact same potency, some rolls could be better than others, but I hope to have none of them be completely broken for a lowish level magic item (this is for the prismatic burst weapon). A regular burst weapon, such as flameburst, would be level 3, but i think it might be higher (4?) because some effects are more powerful. For the prismatic weapon, I'm glad it seems like it could be the same level as regular damage type weapon (it would be lvl 5, like flaming?), that's what I was aiming for, and I agree it's better to start low and improve. As an idea for giving it more power, what about choosing the damage type on criticals?</p><p></p><p>It's true, more rolling isn't ideal, but it's only one more roll a round, and only when you choose to use the power. Since effectivly being able to choose your damage type by rolling many times and locking in the one that you want would be much too powerfull, like CapnZapp said, the only other alternative I could think of was making the power type choice an encounter power and having it stick. In my opinion, keeping track of the damage your weapon does each encounter is about as much work as rolling, because if you roll each attack you don't need to remember previous results. Besides, having only one chance at a good damage type would tend to make it more of an all or nothing effect. Any ideas to fix this other approch, or new ideas? I personally don't mind rolling too much, but I can see it being a problem for some.</p><p></p><p>Edit: I seem to have done the quoting wrong. How do I get it to show the original poster?</p></blockquote><p></p>
[QUOTE="Paultimatum, post: 4599391, member: 80484"] That might be what I end up doing, it could be a better idea, but I'm not sure which damage types to remove, or which of the effects are overpowered (if there are any, although there probably is at least one unfair effect). Its also fine if not all the options are the exact same potency, some rolls could be better than others, but I hope to have none of them be completely broken for a lowish level magic item (this is for the prismatic burst weapon). A regular burst weapon, such as flameburst, would be level 3, but i think it might be higher (4?) because some effects are more powerful. For the prismatic weapon, I'm glad it seems like it could be the same level as regular damage type weapon (it would be lvl 5, like flaming?), that's what I was aiming for, and I agree it's better to start low and improve. As an idea for giving it more power, what about choosing the damage type on criticals? It's true, more rolling isn't ideal, but it's only one more roll a round, and only when you choose to use the power. Since effectivly being able to choose your damage type by rolling many times and locking in the one that you want would be much too powerfull, like CapnZapp said, the only other alternative I could think of was making the power type choice an encounter power and having it stick. In my opinion, keeping track of the damage your weapon does each encounter is about as much work as rolling, because if you roll each attack you don't need to remember previous results. Besides, having only one chance at a good damage type would tend to make it more of an all or nothing effect. Any ideas to fix this other approch, or new ideas? I personally don't mind rolling too much, but I can see it being a problem for some. Edit: I seem to have done the quoting wrong. How do I get it to show the original poster? [/QUOTE]
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