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General Tabletop Discussion
*Pathfinder & Starfinder
Why ever make an elemental burst weapon?
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<blockquote data-quote="Plane Sailing" data-source="post: 2714885" data-attributes="member: 114"><p>But on 100% of the hits that you achieve, you gain +3.5 bonus damage. Since the chance to hit and the chance to confirm the critical are the same, I wonder if they two terms would cancel out once the maths is done...</p><p></p><p>If you think about it some more though, I'm actually *deflating* it with 10d6. As you say, a critical hit normally occurs on less than 10% of your attacks with the sword. If you roll a threat and confirm on 50% of the confirm rolls, you have a 5% total chance of scoring a crit... thus you need 70(!) damage to match the +3.5 average!!!</p><p></p><p>In actual practice I think that a nice practical way of handling elemental burst weapons is to ignore the 'crit' issue entirely, and just state the following</p><p></p><p>"On a natural 20 an elemental burst weapon does an additional 5d6 energy damage to the target according to its energy type."</p><p></p><p>Thus you have a 5% chance per attack (whatever your weapon) of doing 17.5 extra damage; although it amounts to less than a measely +0.9 damage per attack it would have an excellent psychological effect. It feels like a power that really does something, and it is equally balanced for *all* weapon types, while on average still performing less well than the classic holy weapon (or double energy type weapon) in terms of total extra damage inflicted on foes during your lifetime.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 2714885, member: 114"] But on 100% of the hits that you achieve, you gain +3.5 bonus damage. Since the chance to hit and the chance to confirm the critical are the same, I wonder if they two terms would cancel out once the maths is done... If you think about it some more though, I'm actually *deflating* it with 10d6. As you say, a critical hit normally occurs on less than 10% of your attacks with the sword. If you roll a threat and confirm on 50% of the confirm rolls, you have a 5% total chance of scoring a crit... thus you need 70(!) damage to match the +3.5 average!!! In actual practice I think that a nice practical way of handling elemental burst weapons is to ignore the 'crit' issue entirely, and just state the following "On a natural 20 an elemental burst weapon does an additional 5d6 energy damage to the target according to its energy type." Thus you have a 5% chance per attack (whatever your weapon) of doing 17.5 extra damage; although it amounts to less than a measely +0.9 damage per attack it would have an excellent psychological effect. It feels like a power that really does something, and it is equally balanced for *all* weapon types, while on average still performing less well than the classic holy weapon (or double energy type weapon) in terms of total extra damage inflicted on foes during your lifetime. Cheers [/QUOTE]
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Why ever make an elemental burst weapon?
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