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General Tabletop Discussion
*Pathfinder & Starfinder
Unusual Weapon Abilities vs. the DMG
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<blockquote data-quote="Saeviomagy" data-source="post: 798696" data-attributes="member: 5890"><p>First off - I think 'life slaying' is too broad a category.</p><p></p><p>Second off - what if you merely said that such a restriction lowered the effective plus of whatever ability it was linked to? Perhaps you could make a weapon which was +1, +3 vs undead, where each + that only affects undead is worth 50% of normal. So for enchanting purposes, it would be a +2 weapon (+1, +0.5, +0.5). +0.5 enchantments would be entirely possible on their own - the formulas lend themselves to extrapolation quite easily.</p><p></p><p>Naturally, any special ability which already has a restriction built in could not be subject to that restriction a second time (no living-target only vorpal, no living-target only brilliant energy etc.)</p><p></p><p>In fact, by doubling the value of vorpal and brilliant energy, you'd get nonrestricted version of both powers. Of course a "slay anything on a crit" weapon immediately becomes +10... But altered versions of "slay X" become available at +5.</p><p></p><p>Of course to prevent abuse, the categories should be narrower than "living, undead" etc. They should also be somewhat campaign specific : The reduction should be on the order of the percentage of encounters in the campaign which contain the targeted creature. ie - in a world of lizardfolk, an item targeting solely lizardfolk might be only a 25% reduction.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 798696, member: 5890"] First off - I think 'life slaying' is too broad a category. Second off - what if you merely said that such a restriction lowered the effective plus of whatever ability it was linked to? Perhaps you could make a weapon which was +1, +3 vs undead, where each + that only affects undead is worth 50% of normal. So for enchanting purposes, it would be a +2 weapon (+1, +0.5, +0.5). +0.5 enchantments would be entirely possible on their own - the formulas lend themselves to extrapolation quite easily. Naturally, any special ability which already has a restriction built in could not be subject to that restriction a second time (no living-target only vorpal, no living-target only brilliant energy etc.) In fact, by doubling the value of vorpal and brilliant energy, you'd get nonrestricted version of both powers. Of course a "slay anything on a crit" weapon immediately becomes +10... But altered versions of "slay X" become available at +5. Of course to prevent abuse, the categories should be narrower than "living, undead" etc. They should also be somewhat campaign specific : The reduction should be on the order of the percentage of encounters in the campaign which contain the targeted creature. ie - in a world of lizardfolk, an item targeting solely lizardfolk might be only a 25% reduction. [/QUOTE]
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Unusual Weapon Abilities vs. the DMG
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