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<blockquote data-quote="Eric Finley" data-source="post: 4953558" data-attributes="member: 83401"><p>Personally I really love the <em>flavour</em> of Bloodclaw and Reckless, which makes it a pity that they're so out of line. Given the typical disparity of monster HP and PC HP, I think its ratio is quite appropriate; all it needs is to be handled with "the obvious" interpretation (e.g. you have to be using the Bloodclaw itself to make the attack, you pay once per attack roll, etc - things that got missed in RAW but are quite intuitive nonetheless).</p><p></p><p>As an interesting comparison point, the newer Blood-Drinker line of items is quite comparable in effect to Bloodclaw, but with the sequencing different. Take 5 damage on a miss in order to add +2d6 to the next attack (if it hits). IMO weaker, because you can't avoid the miss effect even if you don't need it, and the ratio is poorer... but it's not actually that much poorer than Bloodclaw when all's said and done, and unlike Bloodclaw it's not limited to melee attacks.</p><p></p><p>Other than those, the OP's list is pretty much mine as well, plus double weapons (again, other than Staff Fighting and the Spiked Chain line of feats). Some Paragon Paths and specific combos (e.g. Blood Mage) would get a private talking-about and arrangements made with the player before they could choose them. But with the (IMO correct) read on damage bonuses as "apply only to damage done as a direct and immediate result of an attack roll", many things - possibly including Blood Mage - become much less problematic.</p></blockquote><p></p>
[QUOTE="Eric Finley, post: 4953558, member: 83401"] Personally I really love the [I]flavour[/I] of Bloodclaw and Reckless, which makes it a pity that they're so out of line. Given the typical disparity of monster HP and PC HP, I think its ratio is quite appropriate; all it needs is to be handled with "the obvious" interpretation (e.g. you have to be using the Bloodclaw itself to make the attack, you pay once per attack roll, etc - things that got missed in RAW but are quite intuitive nonetheless). As an interesting comparison point, the newer Blood-Drinker line of items is quite comparable in effect to Bloodclaw, but with the sequencing different. Take 5 damage on a miss in order to add +2d6 to the next attack (if it hits). IMO weaker, because you can't avoid the miss effect even if you don't need it, and the ratio is poorer... but it's not actually that much poorer than Bloodclaw when all's said and done, and unlike Bloodclaw it's not limited to melee attacks. Other than those, the OP's list is pretty much mine as well, plus double weapons (again, other than Staff Fighting and the Spiked Chain line of feats). Some Paragon Paths and specific combos (e.g. Blood Mage) would get a private talking-about and arrangements made with the player before they could choose them. But with the (IMO correct) read on damage bonuses as "apply only to damage done as a direct and immediate result of an attack roll", many things - possibly including Blood Mage - become much less problematic. [/QUOTE]
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