Caliban said:
Because that's the way things work.
In the real world? yes. In d&d? it is magic, it doesnt have to do so. Even if it does, adamantine as written doesnt really exist, so who can say how it reacts in a physical sense? Maybe it doesnt react like a metal at all, maybe it conducts all heat to its sharpest point always, who knows? So that isnt necissarily '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.
You can rule any way you wish in your games, you could even say that magic destroys the world and casting spells causes you a d6 damage per spell level. But that doesnt mean that it should be done, nor does it mean that is the way it works in the core.
Caliban said:
The sheathe is not magic.
Luckily it doesnt have to be.
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.
Ahh.. so since it isnt a cost 'sometimes' then the cost obviously isnt there. come on now
a weapon with these enhancements shouldnt be so obviously inferior to those weapons that dont require a standard action to activate dont you think?
Since there are a great deal of situations where the character will need to activate it, and the cost at that time is enormous, then they shouldnt be penalized more.
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.
They are not anymore powerful than any other weapon enhancement. If you require them to be activated like that then they are quite a bit 'less' powerful. Incredibly so.
Caliban said:
No, it makes it much better than a straight enhancement bonus. And that's not good.
No, it does not. It merely 'almost' puts them on equal footing, but still in a worse position for needing that extra standard action.
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.
I have, you do the math sometime. Being able to hit roughly 15% more often while doing extra damage and having a weapon with a ton more hp and hardness. vs the enhancements which are incredibly easy to negate by various energy resistances and, apparently, require several rounds to activate. So, with both on all of the time the weapons are somewhat equal, each are better in certain situations. With the restriction of a single standard action the pendulum swings very much in favor of the straight +'s, with multiple standard actions there isnt even a comparison anymore.
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.
so you think it is overpowered because you only look at the damage? not even the damage type, or any of the other problems? All right then, fair enough, if you wish to have such tunnel vision then yes indeed in that case you will be correct. However, looking at the bigger picture with the +'s granting extra to hit (which can be converted into damage with power attack btw), extra hardness and hp (making it harder to sunder), and not needing to be activated.... Well.. let me know what you think about those extra things tossed on there
