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General Tabletop Discussion
*Dungeons & Dragons
Weapons of Speed (semi-new question, not a rant)
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<blockquote data-quote="Lord Pendragon" data-source="post: 102034" data-attributes="member: 707"><p>If you give the wizard a <em>+1 Staff of Speed</em> he's not going to get much use out of it. For <strong>every other class</strong> speed is a fantastic enchantment, easily better than an energy enhancement. Remember that an extra attack allows you to add any modifiers on your attack again. So the fighter adds his strength and specialization bonuses, the rogue adds sneak attack, the paladin gets in another smite, etc. etc. Plus, the extra attack is at the PC's highest attack bonus. Sweet.</p><p></p><p></p><p></p><p>The Ghost Touch ability has a very, very narrow range of useful circumstances. Only when fighting incorporeal or ethereal creatures does the power come into play. Thus, while a lifesaver when it's active, it isn't active often enough to warrant higher than a +1. Brilliant Energy is similar in that only a subset of the total battles fought will see it come into play. However, in a campaign heavy on NPCs rather than monsters, Brilliant Energy is devastating. +4 seems good to me. If your campaign doesn't see very many NPC vs. PC battles, then a different enchantment may be more advantageous.</p><p></p><p></p><p></p><p>Actually, I'd say dancing is one of the best enchantments. Put a <em>+2 Dancing Greatsword</em> into your <em>Glove of Storing</em> and for 4 rounds, you are getting double your attacks (since it gets as many iterative attacks as you do). Very, very nice.</p><p></p><p></p><p></p><p>Due to the reasons above, I'd put them at exactly where they are. I think 3e is pretty well-balanced as is. And if I did feel that the equivalent-bonus might be high for a certain ability, I'd probably just drop one down as treasure early, rather than change creation rules. This would let the party have one at a time when the might only be able to create a +1 item, but if later I found it to be a problem, I could easily deal with it in-game. Changing the item creation rules is much harder to remedy later on, without resorting to heavy-handed tactics.</p><p></p><p>Anyhoo, hope that helped. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 102034, member: 707"] If you give the wizard a [i]+1 Staff of Speed[/i] he's not going to get much use out of it. For [b]every other class[/b] speed is a fantastic enchantment, easily better than an energy enhancement. Remember that an extra attack allows you to add any modifiers on your attack again. So the fighter adds his strength and specialization bonuses, the rogue adds sneak attack, the paladin gets in another smite, etc. etc. Plus, the extra attack is at the PC's highest attack bonus. Sweet. The Ghost Touch ability has a very, very narrow range of useful circumstances. Only when fighting incorporeal or ethereal creatures does the power come into play. Thus, while a lifesaver when it's active, it isn't active often enough to warrant higher than a +1. Brilliant Energy is similar in that only a subset of the total battles fought will see it come into play. However, in a campaign heavy on NPCs rather than monsters, Brilliant Energy is devastating. +4 seems good to me. If your campaign doesn't see very many NPC vs. PC battles, then a different enchantment may be more advantageous. Actually, I'd say dancing is one of the best enchantments. Put a [i]+2 Dancing Greatsword[/i] into your [i]Glove of Storing[/i] and for 4 rounds, you are getting double your attacks (since it gets as many iterative attacks as you do). Very, very nice. Due to the reasons above, I'd put them at exactly where they are. I think 3e is pretty well-balanced as is. And if I did feel that the equivalent-bonus might be high for a certain ability, I'd probably just drop one down as treasure early, rather than change creation rules. This would let the party have one at a time when the might only be able to create a +1 item, but if later I found it to be a problem, I could easily deal with it in-game. Changing the item creation rules is much harder to remedy later on, without resorting to heavy-handed tactics. Anyhoo, hope that helped. :) [/QUOTE]
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