Darklone
Registered User
Hmm. Aasimar villains are much more fun.shilsen said:Now you're just being greedy! Just use resist energy cast by an 11th lvl caster and even most burst weapons won't get through it. Or make all your villains half-fiendish![]()
Hmm. Aasimar villains are much more fun.shilsen said:Now you're just being greedy! Just use resist energy cast by an 11th lvl caster and even most burst weapons won't get through it. Or make all your villains half-fiendish![]()
Yes, very easy - and of course you would then make it cost a +2 enchantment right?Scion said:So in the end I see no reason to not allow the weapons all activate at once. Or simply make them activate on attack. Easy enough.
Ki Ryn said:Yes, very easy - and of course you would then make it cost a +2 enchantment right?
Scion said:Completely seperate issue. If it was one item that had a spell that cast 2 magic missiles at once that is fine, it would also cost a great deal. A weapon with multiple of those enhancements on it costs a great deal, and should have a few perks for its limitations![]()
Adamantine sheeth. hardness 20. Most elements damage are cut in half. How will it be destroyed or even damaged?
Eeralai said:If it were move equivelant actions to activate the properties, I wouldn't have any problem with it. But say you are wandering through the woods when the ranger spots Ogre-barbarian bandits ready to ambush you. He calls out and the encounter distance begins at, say 100'. The fighter draws his sword as he moves 30' (Thankfully he didn't get surprised by the ambush).
drnuncheon said:One could say the same thing about lots of things - say, a rod of thunder and lightning.
drnuncheon said:Well, just because the sheath isn't damaged doesn't mean it is completely unaffected. For instance, an adamantine sheath would probably conduct the electricity of a shocking weapon, a flaming weapon stored in one would eventually heat it up, etc.
Because that's the way things work. Metal conducts electricity, objects heat up or freeze even if they themselves are not harmed. If you put a flaming sword in your scabbard, it will heat up enough to burn you even if it doesn't take any damage itself.Scion said:Why would it conduct anything harmful?
If you aren't wielding it? Yes, I would have you take 1d6 damage as you grabbed it, or 1d6 per round if you were within the same square.If you are submerged in water does your shocking weapon constantly zap everyone within some radius?
The sheathe is not magic.The sheeth is unharmed, it is magic, no need to worry about things farther.
Oh please. Most of the time it's not a cost at all. If you know you are going somewhere dangerous, activate your weapon.for the rest though, spending one standard action is already a 'huge' cost.
*shrug* I'm not sympathetic. Multiple energy enhancements are very powerful, and come with a drawback - it takes a few rounds to power them all up.Making it require several standard actions just seems very.. well.. bad.
No, it makes it much better than a straight enhancement bonus. And that's not good.The weapon enhancements are not so overpowered that it would be horribly unbalanced, if anything it just makes different choices than straight +'s an option that is actually viable. That is good yes?
Let me see, +3 to hit/dam or +3d6 to damage, all the time. +3 damage vs. an average of +10 damage. You do the math.If it is so broken and/or unbalanced, how?
Caliban said:Because that's the way things work.
Caliban said:If you aren't wielding it? Yes, I would have you take 1d6 damage as you grabbed it, or 1d6 per round if you were within the same square.
Caliban said:The sheathe is not magic.
Caliban said:Oh please. Most of the time it's not a cost at all. If you know you are going somewhere dangerous, activate your weapon.
Caliban said:*shrug* I'm not sympathetic. Multiple energy enhancements are very powerful, and come with a drawback - it takes a few rounds to power them all up.
Caliban said:No, it makes it much better than a straight enhancement bonus. And that's not good.
Caliban said:Let me see, +3 to hit/dam or +3d6 to damage, all the time. +3 damage vs. an average of +10 damage. You do the math.
Caliban said:Anyway, the energy enhancements state that they are command word activated. That's a standard action for each command word. You can house rule it if you want, but I think it is unbalanced, as it completely removes the drawback of getting +1d6 damage vs. +1 damage.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.