Weapon plus

MerricB

Eternal Optimist
Supporter
G'day!

One of the things that really throws people with Weapons of Legacy is that the item ends up bestowing a penalty to your attack bonuses.

So, instead of having a +5 sword, you have a +5 sword with a -3 to all attacks.

Here's a question for you: what is the typical enhancement bonus of the magic weapons in your game?

In my recently completed Necropolis campaign (we reached 15th level), there might have been a +2 weapon. Most of the weapons were like Lukas's bow, however: it was a +1 corrosive, shock, frost composite bow.

Do you actually use +4 and +5 weapons, or do you go for special abilities instead?

(From my observations, a +2 bonus to hit at those levels is rather irrelevant to the fighter, anyway).

Cheers!
 

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Generally speaking, the bonuses are +1 to +2, with special abilities instead of more plusses. If someone really needs more plusses, that's where the Magic Weapon spells come in.
 

MerricB said:
Here's a question for you: what is the typical enhancement bonus of the magic weapons in your game?

Typically, no more than +2 or so, unless it's a holdover / conversion from 3E or even older. With the way DR works in 3.5, there's little benefit to having the higher pluses.

We, too, typically end up adding special abilities. My wife's 18th level cleric of Anhur has a +2 holy keen thundering shock icy burst falchion.
 

I went for a +4 keen greatsword with a high level fighter character once. Combined with the right feats, the critical damage was ludicrous.
 

MerricB said:
G'day!

One of the things that really throws people with Weapons of Legacy is that the item ends up bestowing a penalty to your attack bonuses.

So, instead of having a +5 sword, you have a +5 sword with a -3 to all attacks.

Here's a question for you: what is the typical enhancement bonus of the magic weapons in your game?

In my recently completed Necropolis campaign (we reached 15th level), there might have been a +2 weapon. Most of the weapons were like Lukas's bow, however: it was a +1 corrosive, shock, frost composite bow.

Do you actually use +4 and +5 weapons, or do you go for special abilities instead?

(From my observations, a +2 bonus to hit at those levels is rather irrelevant to the fighter, anyway).

Cheers!


current party roughly 13-14th lvl:

hin ranger 6/rogue 4/ dragonslayer 4 : +1 feybane cold iron Small Longsword (found), +1 silver Small Dagger (had crafted), +1 Small Handaxe (found); MW Small Longbow; 17 +1 Arrows... and a bunch more MW or mundane weapons

deep halfling (former kobold former elf) bard 10/ arcane archer 4: MW Small Silver Dagger (given to by dragonslayer); Oathbow (like in the DMG); +1 Medium Rapier... bunch of mundane other splash weapons.

hin (formerly gnome) sorcerer 13: + 2 Small Staff of Air(has a bunch of other spells and charges); no other weapons

dwarf ranger 1/ monk 4/ fighter 4/ justicar 4: +2 Greatsword; MW Guisarme; MW manacles; +2 Keen Stone Battle axe; bunch of other MW and mundane weapons

human rogue 7/ fighter 6: +1 shocking battle axe; +1 elfbane mighty (+2) composite longbow: MW dagger: bunch of mundane splash weapons

half elf druid 14: MW weapons. no magic weapons

human fighter 2/ cleric 6/ Morninglord of Lathander 5: used to have a mace of disruption but it was lost. +1 heavy mace, bunch of mundane weapons

dwarf ranger 6/ rogue 7: 2 +2 Short swords.
 


My game is low level (4th) and using 3.0. I think the best weapon so far is the +1 frostbrand that the party took from a kobold champion (AC 23, 20+ hp) who used it quite effectively against the party.
 




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