Specific Weapons: What if the DC scaled?

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
 
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Very interesting!

Things like this could actually make SR Armor worthwhile -- if it cost +4, that opportunity cost would remain high, even as the SR scaled with your level.

I do think most things should be based off of Int, Wis or Cha. For a Dagger of Venom, let it be based off of Int, because Assassins are Int-focused. Other weapons & items would have their abilities based off of their potential user base. And a PC could make an item bound to a different stat.

Costing a few XP to activate seems very reasonable for some items.

Cheers, -- N
 

I think it's a cool idea, but I was thinking something more along the lines of the DC being adjusted by the weapon's enhancement bonus - a +2 dagger of venom would be, say, DC 16, a +3 DC 18, etc. Gives people a reason to up the bonus as opposed to simply piling on more enhancements.
 

Kerrick said:
I think it's a cool idea, but I was thinking something more along the lines of the DC being adjusted by the weapon's enhancement bonus - a +2 dagger of venom would be, say, DC 16, a +3 DC 18, etc. Gives people a reason to up the bonus as opposed to simply piling on more enhancements.

ITYM: "Give people a reason to make the cleric cast greater magic weapon on their +1 axiomatic flaming shocking frosty thundering throwing returning seeking dagger of venom." ;)

Cheers, -- N
 

I think scaling items is probably an innovation we'll see in an eventual 4e (though I'm of the opinion that 4e is still 2-7 years away). It's a great idea; it solves multiple 3e 'problem paradigms' in one swoop (such as the whole "trade in your magic items for new ones rather than having a legendary sword" issue, the "low-level items are totally useless at high levels" issue, etc).

Nifft said:
ITYM: "Give people a reason to make the cleric cast greater magic weapon on their +1 axiomatic flaming shocking frosty thundering throwing returning seeking dagger of venom." ;)

Cheers, -- N

Hmm.. I've found that bringing back DR x/+2, x/+3, etc. works well for this. (I mix this with 3.5 DR; usually, the amount of the DR- the "x" in x/+3- is 15 or less, and sometimes I'll mix it up so that you have a creature with, eg. DR 10/+3 and good.
 

the Jester said:
I think scaling items is probably an innovation we'll see in an eventual 4e (though I'm of the opinion that 4e is still 2-7 years away). It's a great idea; it solves multiple 3e 'problem paradigms' in one swoop (such as the whole "trade in your magic items for new ones rather than having a legendary sword" issue, the "low-level items are totally useless at high levels" issue, etc).

Also, it will allow a certain "1e feel" -- it will allow low-magic campaigns to be based entirely off of items, rather than innate casting abilities. Imagine if your Wand of Fear really made you a force to be feared, even at high levels.

Cheers, -- N
 

the Jester said:
Hmm.. I've found that bringing back DR x/+2, x/+3, etc. works well for this. (I mix this with 3.5 DR; usually, the amount of the DR- the "x" in x/+3- is 15 or less, and sometimes I'll mix it up so that you have a creature with, eg. DR 10/+3 and good.

That's exactly why I never left 3.0 DR.

Something about a paladin wielding a golf bag full of swords is just... wonky.
 

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