Three_Haligonians
First Post
Ahoy!
I find in the games I play or lead, not many players bother with the various Specific Armour/Weapons etc. that are available. I have another thread over in the Rules forum that talks about this, even about the idea of being able to buy such specific enhancements for a weapon of choice if desired.
The purpose of this thread however is to talk about a house rule I came up with to make them even more attractive. I think a large part of why no one bothers with them is because they have set DCs. At low levels, it's fine for the dagger of venom to have a DC 14 poison. At mid levels, and especially high though, it quickly becomes obsolete (eventually, a potential victim will only suffer on a natural 1).
So what if their abilities scaled? Working in the same manner as the Special Abilities of creatures?
The basic formula is 10 +1/2 the creature's HD + relevant stat mod. (Con for physical things like poison, usually Cha for magical things.. usually). I'm not saying we copy that directly, but it is a good starting point. Obviously, there is a question of balance - some abilities may have to have an increase in price (slaying arrows, I'm looking at you). Or perhaps a different cost like XP, or maybe stat damaged when used. The possibilities here could be its own thread.
What do you think of the idea? All I'm really trying to do is make the specific qualities printed a more viable option for characters - to make magic arms and armour more diverse and more unique.
J from Three Haligonians
I find in the games I play or lead, not many players bother with the various Specific Armour/Weapons etc. that are available. I have another thread over in the Rules forum that talks about this, even about the idea of being able to buy such specific enhancements for a weapon of choice if desired.
The purpose of this thread however is to talk about a house rule I came up with to make them even more attractive. I think a large part of why no one bothers with them is because they have set DCs. At low levels, it's fine for the dagger of venom to have a DC 14 poison. At mid levels, and especially high though, it quickly becomes obsolete (eventually, a potential victim will only suffer on a natural 1).
So what if their abilities scaled? Working in the same manner as the Special Abilities of creatures?
The basic formula is 10 +1/2 the creature's HD + relevant stat mod. (Con for physical things like poison, usually Cha for magical things.. usually). I'm not saying we copy that directly, but it is a good starting point. Obviously, there is a question of balance - some abilities may have to have an increase in price (slaying arrows, I'm looking at you). Or perhaps a different cost like XP, or maybe stat damaged when used. The possibilities here could be its own thread.
What do you think of the idea? All I'm really trying to do is make the specific qualities printed a more viable option for characters - to make magic arms and armour more diverse and more unique.
J from Three Haligonians
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