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What enchantment should I get for a whip
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<blockquote data-quote="kreynolds" data-source="post: 170672" data-attributes="member: 2829"><p>Well, maybe I should try on a suit of humbleness and mention that it can't be perfect. So far, it appears to be balanced, but you never know what kind of jacked up situation might throw it all outta wack.</p><p></p><p></p><p></p><p>Not by WotC, but I do remember seeing rules for it somewhere.</p><p></p><p></p><p></p><p>On this, I go against the sage. In our games, burst weapons deal 1d6 points of damage every single hit and an additional+1d10 (if x2 crit) on a critical hit. We add them together. Here's what we have figured out:</p><p></p><p>According to the sage, burst enhancements deal +1d6 on a standard hit and +1d10 (if x2 crit) on a critical hit, but they don't get added together. Now, considering how rare you're going to get a crit, it doesn't justify the +2 base cost modifier.</p><p></p><p>Also according to the sage, +1d6 energy enhancements do not stack. If you allow them too, as Monte believes they should, they far suprass the usefulness of the Sage's Burst enhancements.</p><p></p><p>Now, you need to fix the burst enhancements and let the 1d6 and 1d10 damage stack on a crit, instead of one or the other. However, if 1d6 weapon enhancements stack, they will still surpass the usefulness of burst enhancements, for the burst enhancements have a lesser average damage. But burst enhancements will still cost +2, even though you could just slap on flaming and shocking for the same exact cost and you'll get far better damage from it? Something isn't right, is it?</p><p></p><p>So, we decided the following:</p><p></p><p>1) We agree and support the 1d6 weapon enhancements as they exhist in the DMG. Basically, we think Monte was wrong.</p><p></p><p>2) We support the ruling that the 1d6 and 1d10 of burst enhancements stack on a critical hit. Basically, we think the Sage was wrong.</p><p></p><p>If you fully support the Sage's rulings, then burst enhancements are not worth the +2 base cost modifier. If you fully support Monte's rulings, then 1d6 enhancements get completely thrown outta whack and the burst enhancements are worthless.</p><p></p><p>At least one of these guys <strong>must</strong> be wrong. Now, here is the important part that we discovered. <strong>Both the Sage and Monte were wrong.</strong></p><p></p><p>Long winded post, I know, but I hope it helps. <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><p></p><p></p><p></p><p>I don't have a problem with that.</p></blockquote><p></p>
[QUOTE="kreynolds, post: 170672, member: 2829"] Well, maybe I should try on a suit of humbleness and mention that it can't be perfect. So far, it appears to be balanced, but you never know what kind of jacked up situation might throw it all outta wack. Not by WotC, but I do remember seeing rules for it somewhere. On this, I go against the sage. In our games, burst weapons deal 1d6 points of damage every single hit and an additional+1d10 (if x2 crit) on a critical hit. We add them together. Here's what we have figured out: According to the sage, burst enhancements deal +1d6 on a standard hit and +1d10 (if x2 crit) on a critical hit, but they don't get added together. Now, considering how rare you're going to get a crit, it doesn't justify the +2 base cost modifier. Also according to the sage, +1d6 energy enhancements do not stack. If you allow them too, as Monte believes they should, they far suprass the usefulness of the Sage's Burst enhancements. Now, you need to fix the burst enhancements and let the 1d6 and 1d10 damage stack on a crit, instead of one or the other. However, if 1d6 weapon enhancements stack, they will still surpass the usefulness of burst enhancements, for the burst enhancements have a lesser average damage. But burst enhancements will still cost +2, even though you could just slap on flaming and shocking for the same exact cost and you'll get far better damage from it? Something isn't right, is it? So, we decided the following: 1) We agree and support the 1d6 weapon enhancements as they exhist in the DMG. Basically, we think Monte was wrong. 2) We support the ruling that the 1d6 and 1d10 of burst enhancements stack on a critical hit. Basically, we think the Sage was wrong. If you fully support the Sage's rulings, then burst enhancements are not worth the +2 base cost modifier. If you fully support Monte's rulings, then 1d6 enhancements get completely thrown outta whack and the burst enhancements are worthless. At least one of these guys [B]must[/B] be wrong. Now, here is the important part that we discovered. [B]Both the Sage and Monte were wrong.[/B] Long winded post, I know, but I hope it helps. :) I don't have a problem with that. [/QUOTE]
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