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So what do you think is wrong with Pathfinder? Post your problems and we will fix it.
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<blockquote data-quote="EnglishLanguage" data-source="post: 6293810" data-attributes="member: 6774827"><p>As far as +x magic items go, one idea I had for D&DNext was making the +x not effect the attack/damage values at all and only go up to +3(by default). The +x would instead be the magic item's "rank" for lack of a better term atm. Each rank the magic item was at would give it more and better abilities.</p><p></p><p>My standard example was the Flaming Weapon. For this weapon, the ranks could be something like as follows.</p><p></p><p>Flaming Weapon +1</p><p>------------------</p><p>As a move action, the wielder can cause the weapon to light ablaze, causing the weapon to shed light as a torch, and can be extinguished as a free action by the wielder, or by any means that would put out a mundane torch. Once extinguished, the weapon loses all it's magical properties until re-lit as a move action. When the weapon is lit, attacks made by the weapon deal fire damage in addition to whatever type the weapon normally deals(fire and slashing, fire and piercing, etc).</p><p></p><p>Flaming Weapon +2</p><p>------------------</p><p>Has the same properties as the +1. In addition, when a target is hit with an attack made by this weapon, the wielder can light the target on fire. While on fire, the target takes 5 damage at the start of each of it's turns until it puts itself out by making a Reflex save as a move action. The target can also put itself out by submerging itself in water or dirt, or by any other method that can put out a fire.</p><p></p><p>Flaming Weapon +3</p><p>------------------</p><p>Has the same properties as the +2, except the weapon can no longer be doused by non-magical means unless the wielder allows it to be. In addition, the target can make an attack at up to 50' against a single creature. This attack uses the attack and damage bonuses as if it was a melee basic attack, and can trigger any effect that a melee attack would normally trigger(however, effects requiring specific positioning or other requirements must still be met). Damage from an attack made in this way is only fire damage, regardless of the weapon being used.</p><p></p><p>Where increasing +x's would simply make the above properties stronger, with maybe the +6 letting the wielder cast some fire spell(I used Burning Hands as if prepared in a 6th level slot as an example for Next) once or twice a day.</p></blockquote><p></p>
[QUOTE="EnglishLanguage, post: 6293810, member: 6774827"] As far as +x magic items go, one idea I had for D&DNext was making the +x not effect the attack/damage values at all and only go up to +3(by default). The +x would instead be the magic item's "rank" for lack of a better term atm. Each rank the magic item was at would give it more and better abilities. My standard example was the Flaming Weapon. For this weapon, the ranks could be something like as follows. Flaming Weapon +1 ------------------ As a move action, the wielder can cause the weapon to light ablaze, causing the weapon to shed light as a torch, and can be extinguished as a free action by the wielder, or by any means that would put out a mundane torch. Once extinguished, the weapon loses all it's magical properties until re-lit as a move action. When the weapon is lit, attacks made by the weapon deal fire damage in addition to whatever type the weapon normally deals(fire and slashing, fire and piercing, etc). Flaming Weapon +2 ------------------ Has the same properties as the +1. In addition, when a target is hit with an attack made by this weapon, the wielder can light the target on fire. While on fire, the target takes 5 damage at the start of each of it's turns until it puts itself out by making a Reflex save as a move action. The target can also put itself out by submerging itself in water or dirt, or by any other method that can put out a fire. Flaming Weapon +3 ------------------ Has the same properties as the +2, except the weapon can no longer be doused by non-magical means unless the wielder allows it to be. In addition, the target can make an attack at up to 50' against a single creature. This attack uses the attack and damage bonuses as if it was a melee basic attack, and can trigger any effect that a melee attack would normally trigger(however, effects requiring specific positioning or other requirements must still be met). Damage from an attack made in this way is only fire damage, regardless of the weapon being used. Where increasing +x's would simply make the above properties stronger, with maybe the +6 letting the wielder cast some fire spell(I used Burning Hands as if prepared in a 6th level slot as an example for Next) once or twice a day. [/QUOTE]
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