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<blockquote data-quote="Archer" data-source="post: 85343" data-attributes="member: 2950"><p>If the 1d10 for a burst weapon replaces the 1d6 regular damage then burst is only a +1.06 equivalent instead of the +1.16 (1.7 under <u>optimal</u> conditions)equivalent it is now. Too strong to be a +1 weapon feature but far too weak to be a +2 weapon feature. You can get +2d6 on every attack for +2 weapon equivalents vs 1d10 only on a critical? Obviously Monte is correct in that the damage stacks. </p><p></p><p>If you want to stick to replacing damage, burst really should just be a flat +1000 gc to the weapon cost. Overpriced for +2-+4 weapons, underpriced for +6 and up. I suppose you could say +2000 gc for burst if the weapon is +6 or higher then it would always be overpriced in a more balanced fashion for all weapons. OA introduced a nice concept of flat value weapon enhancements instead of making every enhancement exponential when the value was fairly fixed. Double the cost for each additional instance of burst power in the weapon to limit abuse. (a 5 burst weapon would cost 2+4+8+16+32=62k extra for the bursts over a normal +6 weapon rather than the absurd +11 equivalent under the current rules) You can see that this is still relatively underpowered when compared to vorpal as a +5 equivalent. This is a little more complicated that the typical house rule.</p><p></p><p>L shaped charges are only allowed if you have the feat. The sage said if you move and ready a charge the charge must be in the same direction as your original movement for the round.</p><p></p><p>Rapid shot can be combined with any other feat, simply add the -2 to every attack. This is explicitly declared in the latest dragon in this month's sage advice power play.</p><p></p><p>The 5' step is meant to represent the minor maneuvering that goes on in combat. Nothing gives a larger/extra 5' step except extreme tumbling from OA at DC 40.</p></blockquote><p></p>
[QUOTE="Archer, post: 85343, member: 2950"] If the 1d10 for a burst weapon replaces the 1d6 regular damage then burst is only a +1.06 equivalent instead of the +1.16 (1.7 under [U]optimal[/U] conditions)equivalent it is now. Too strong to be a +1 weapon feature but far too weak to be a +2 weapon feature. You can get +2d6 on every attack for +2 weapon equivalents vs 1d10 only on a critical? Obviously Monte is correct in that the damage stacks. If you want to stick to replacing damage, burst really should just be a flat +1000 gc to the weapon cost. Overpriced for +2-+4 weapons, underpriced for +6 and up. I suppose you could say +2000 gc for burst if the weapon is +6 or higher then it would always be overpriced in a more balanced fashion for all weapons. OA introduced a nice concept of flat value weapon enhancements instead of making every enhancement exponential when the value was fairly fixed. Double the cost for each additional instance of burst power in the weapon to limit abuse. (a 5 burst weapon would cost 2+4+8+16+32=62k extra for the bursts over a normal +6 weapon rather than the absurd +11 equivalent under the current rules) You can see that this is still relatively underpowered when compared to vorpal as a +5 equivalent. This is a little more complicated that the typical house rule. L shaped charges are only allowed if you have the feat. The sage said if you move and ready a charge the charge must be in the same direction as your original movement for the round. Rapid shot can be combined with any other feat, simply add the -2 to every attack. This is explicitly declared in the latest dragon in this month's sage advice power play. The 5' step is meant to represent the minor maneuvering that goes on in combat. Nothing gives a larger/extra 5' step except extreme tumbling from OA at DC 40. [/QUOTE]
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