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*Pathfinder & Starfinder
Some alt smithing rules looking for opnions.
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<blockquote data-quote="Elder-Basilisk" data-source="post: 352060" data-attributes="member: 3146"><p>Some comments:</p><p></p><p>Mithril/Adamantium: Having these be easier to work than other materials is not necessarily unbalanced but is directly in opposition to all of the source material I know of. In LotR, for instance, Mithril is very difficult to work not very easy--in fact, only the greatest craftsmen were able to use it properly and in some cases (such as the crafting of the back door to the lonely mountain (which if IIRC was outlined in the special mithril that would only become visible in certain light at a certain tiem) or the crafting of the doors Hollin Gate at Moria).</p><p></p><p>Nitpick: You have mithril providing an "enchantment" bonus--shouldn't this be an enhancement bonus?</p><p></p><p>Regarding the abilities of the weapons:</p><p>Deadly: this extremely numerically advantageous for 18-20 weapons and numerically a wash for 19-20 weapons. An 18-20 weapon normally produces the effect of three extra hits over the course of all its critical range. A 19-20 weapon produces the effect of two extra hits. By going to 19-20/x3, the 18-20 weapon now produces the effect of 4 extra hits. OTOH, the 19-20 weapon still produces the effect of 2 extra hits over its critical range when it becomes 20/x3.</p><p></p><p>Balanced Weapons produce similar results. A x3 weapon gains no numerical advantage by becoming 19-20/x2. OTOH, a x4 weapon gains a significant advantage by becoming 19-20/x3.</p><p></p><p>Exquisite weapons: </p><p></p><p>Dwarven--This similarly produces different advantages for weapons with different threat ranges:</p><p>Original--becomes--difference</p><p>18-20--15-20--3 extra hits becomes 6 extra hits</p><p>19-20--17-20--2 extra hits becomes 4 extra hits</p><p>x3--x4--2 extra hits becomes 3 extra hits</p><p>x4--x5--3 extra hits becomes 4 extra hits</p><p>Consequently, Dwarven scimitars and longswords gain much more advantage from being exquisite than warhammers and picks (which don't gain as much advantage as they would from being keen).</p><p></p><p>Human--does magical healing also negate the wounding effect? (assuming it's available in your world).</p><p></p><p>As a balance issue, it's worth noting that elven weapons are the weakest as they don't gain an advantage worth a full +1 enhancement bonus. A lot of dwarven weapons are effectively keen which is considered to be worth a full +1 enhancement bonus. Human weapons, OTOH gain the wounding enhancement which is worth considerably more than a +1 enhancement bonus.</p><p></p><p>As an issue of flavor, traditionally, elves and dwarves have been considered to have homogenous enough societies that they have set paths for their racial crafts but humans have been thought to be diverse enough that they should have different options. This is not necessarily the best way to handle such things but bear in mind that by setting one exquisite ability per race, you introduce the idea that all human, dwarven, or elven cultures are similar enough to share enough similarities that they produce the same kinds of weapons. You may not want this level of racial homogeneity in your game--for humans or anyone else.</p><p></p><p>Finally, just a note on the various critical effects--the balance issues that these modifications present for critical effects are exactly why almost all WotC products use critical multipliers instead of fixed ranges. Doubling the threat range doesn't change the qualities of a weapon (a tendency towards massive criticals or lots of criticals) which are balanced with normal damage in order to balance the weapons. Adding or subtracting fixed numbers from the multipliers and ranges dramatically changes the relative qualities of criticals.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 352060, member: 3146"] Some comments: Mithril/Adamantium: Having these be easier to work than other materials is not necessarily unbalanced but is directly in opposition to all of the source material I know of. In LotR, for instance, Mithril is very difficult to work not very easy--in fact, only the greatest craftsmen were able to use it properly and in some cases (such as the crafting of the back door to the lonely mountain (which if IIRC was outlined in the special mithril that would only become visible in certain light at a certain tiem) or the crafting of the doors Hollin Gate at Moria). Nitpick: You have mithril providing an "enchantment" bonus--shouldn't this be an enhancement bonus? Regarding the abilities of the weapons: Deadly: this extremely numerically advantageous for 18-20 weapons and numerically a wash for 19-20 weapons. An 18-20 weapon normally produces the effect of three extra hits over the course of all its critical range. A 19-20 weapon produces the effect of two extra hits. By going to 19-20/x3, the 18-20 weapon now produces the effect of 4 extra hits. OTOH, the 19-20 weapon still produces the effect of 2 extra hits over its critical range when it becomes 20/x3. Balanced Weapons produce similar results. A x3 weapon gains no numerical advantage by becoming 19-20/x2. OTOH, a x4 weapon gains a significant advantage by becoming 19-20/x3. Exquisite weapons: Dwarven--This similarly produces different advantages for weapons with different threat ranges: Original--becomes--difference 18-20--15-20--3 extra hits becomes 6 extra hits 19-20--17-20--2 extra hits becomes 4 extra hits x3--x4--2 extra hits becomes 3 extra hits x4--x5--3 extra hits becomes 4 extra hits Consequently, Dwarven scimitars and longswords gain much more advantage from being exquisite than warhammers and picks (which don't gain as much advantage as they would from being keen). Human--does magical healing also negate the wounding effect? (assuming it's available in your world). As a balance issue, it's worth noting that elven weapons are the weakest as they don't gain an advantage worth a full +1 enhancement bonus. A lot of dwarven weapons are effectively keen which is considered to be worth a full +1 enhancement bonus. Human weapons, OTOH gain the wounding enhancement which is worth considerably more than a +1 enhancement bonus. As an issue of flavor, traditionally, elves and dwarves have been considered to have homogenous enough societies that they have set paths for their racial crafts but humans have been thought to be diverse enough that they should have different options. This is not necessarily the best way to handle such things but bear in mind that by setting one exquisite ability per race, you introduce the idea that all human, dwarven, or elven cultures are similar enough to share enough similarities that they produce the same kinds of weapons. You may not want this level of racial homogeneity in your game--for humans or anyone else. Finally, just a note on the various critical effects--the balance issues that these modifications present for critical effects are exactly why almost all WotC products use critical multipliers instead of fixed ranges. Doubling the threat range doesn't change the qualities of a weapon (a tendency towards massive criticals or lots of criticals) which are balanced with normal damage in order to balance the weapons. Adding or subtracting fixed numbers from the multipliers and ranges dramatically changes the relative qualities of criticals. [/QUOTE]
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Some alt smithing rules looking for opnions.
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