Top end of +N weapons and armor?

Maximum chance to hit or bonus to AC from +N weapons and armor?

  • +0: They may exist, but I still won't use them.

    Votes: 10 9.9%
  • +1: That's it, and that's enough.

    Votes: 6 5.9%
  • +2: Upper end ain't that upper.

    Votes: 12 11.9%
  • +3: Good enough for Basic ...

    Votes: 27 26.7%
  • +4 to +5: Holy Avengers gotta be +5.

    Votes: 35 34.7%
  • +6 to +8: Want a lot of variety.

    Votes: 4 4.0%
  • +9 to +12: Farm boy wants a god smacker at the end.

    Votes: 0 0.0%
  • Greater than +12: No real limits.

    Votes: 7 6.9%

  • Poll closed .
I voted for +3 max, though I'm good with special weapons (like the holy avenger; very few, too many "special weapons" and they aren't special anymore) hitting +5 max.
 

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Are you asking for the maximum I would use or what the cap in the DMG should be?

For the former probably +1 or +2 if I use them. For the latter there should be no cap.

Max that you would use if you went all the way to max level--assuming 20 for that in this poll. Naturally, if you tend to stop well shy of maximum level, you'll probably avoid the upper end of the scale. Though assuming a more or less equal distribution, this has implications for every level.
 

Max that you would use if you went all the way to max level--assuming 20 for that in this poll. Naturally, if you tend to stop well shy of maximum level, you'll probably avoid the upper end of the scale. Though assuming a more or less equal distribution, this has implications for every level.

Where I stop depends on how the game scales. :)

+1 or +2 if up to 10th, +2 or maybe +3 if up to 20th. Not everyone would have such equipment, of course.
 


I voted +3, but with a caveat. I want general bonuses (to-hit and damage, anytime; AC, any kind of damage) to max out at +1. +2 and +3 I'd limit their sphere of effect. +1, +3 vs dragons sword. +1, +3 vs cold damage armor. At least in the core rules. Later, you can add a high-level module that let's you recreate 4e Epic Tier awesome-crazy sauce, with higher defenses and thus higher bonuses for magic items. Although even then I think +5 is plenty high. In any case, keep the dice relevant, and not just tacked-on numbers to an astronomical to-hit and damage bonuses.
 

I voted +3, because I see that as a compromise between old direction and new direction. If I reflect on my experience with 4e in particular a +3 to anything was battle altering, and if a weapon can give a +3 to every attack roll you make during the battle, the effect is profound.

+3 for legendary items sits well for me.

That said, I still want items to scale in terms of breadth of capability instead of power, so items are feasible for breadth as much as they are for plumb numbers.
 

I think if (and I say if) the design goals is to have a flatter math curve, then really all other things should be considered to be flatter as well. Getting of +X items is one approach toward this altogether or putting a more restrictive limit on them.

I personally don't mind +X items, but I think that it should be considered in order to flatten the math curve.
 

Cannot vote as my answer is considerably different for weapons as opposed to armour, and the poll applies to both.

For weapons, I'd have the DMG go to +5 but have most weapons +3 or less; with a side note to DMs explaining that if they want to go higher they can but here's the knock-on effect possibilities.

For armour I'd really like to see a very low cap - +2 maybe - such that as parties advance their give-it-out ability progresses faster than their damage absorption capability. If nothing else this keeps high-level combats shorter, and maybe causes players to look at other options besides in-the-face melee to defeat foes.

Lanefan
 

I would tend to go with +5 as per BECMI and 1e AD&D-DMG, and 3e. 1e-Unearthed Arcana brought in +6 weapons, 4e also has +6 weapons. They don't really bother me but I tend to prefer +5 as the mortal cap.
 


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