Terwox
First Post
Here's another somewhat by the rules answer:
Frost giant spellcasters need to meet the prerequisites for making their weapons, if you follow the rules down to a letter.
Frost giant clerics generally worship gods of Ice and select ice spells, while frost giant sorcerors cast magic from the frostiness of their blood (they're cold subtype.)
Therefore, those weapons are easier to gain access to. Unless you say that having a cold bloodline would give you fire spells, because if you didn't take those you'd be an idiot. That's simply min-maxing, a cold sorceror should, you know, cast some cold spells, not energy substitution sonics all day.
To Jolly specifically:
1) If frost and fire giants warring is news to you, please check the flavor text in the MM. If you change that, yes, they might wield different weapons because they have different enemies, but that's your own campaign world, where things will be different. Agents of Ice and Fire classically fight, and classically wield their own element... calling this silly is perhaps offbase.
2) If the question was rhetorical, and you're simply being misunderstood... well, I think that's being more tenaciously defensive about your argument than being constructive and defending it. Not a slam or anything, just a statement.
3) If cold weapons aren't easier to forge in a cold climate... you're really denying your imagination in favor of "sticking to the rules."
Big nods to Gez and Mouseferatu.
A bit of an extrapolation to the above argument:
Every dwarf should take exotic weapon prof: spiked chain if they wanted to fight their sworn enemies the giants on a more even level, because it would negate the reach factor and add more combat options. But they don't, they use axes and shields. Why? Because they're dwarves!!
Shut down the dwarven forges, cancel the stonecutting operations, it's time to whip out those spiked chains because they're tactically superior!
Yes... I know that's not a direct analogy, but, I think it shows something.
Frost giant spellcasters need to meet the prerequisites for making their weapons, if you follow the rules down to a letter.
Frost giant clerics generally worship gods of Ice and select ice spells, while frost giant sorcerors cast magic from the frostiness of their blood (they're cold subtype.)
Therefore, those weapons are easier to gain access to. Unless you say that having a cold bloodline would give you fire spells, because if you didn't take those you'd be an idiot. That's simply min-maxing, a cold sorceror should, you know, cast some cold spells, not energy substitution sonics all day.
To Jolly specifically:
1) If frost and fire giants warring is news to you, please check the flavor text in the MM. If you change that, yes, they might wield different weapons because they have different enemies, but that's your own campaign world, where things will be different. Agents of Ice and Fire classically fight, and classically wield their own element... calling this silly is perhaps offbase.
2) If the question was rhetorical, and you're simply being misunderstood... well, I think that's being more tenaciously defensive about your argument than being constructive and defending it. Not a slam or anything, just a statement.
3) If cold weapons aren't easier to forge in a cold climate... you're really denying your imagination in favor of "sticking to the rules."
Big nods to Gez and Mouseferatu.
A bit of an extrapolation to the above argument:
Every dwarf should take exotic weapon prof: spiked chain if they wanted to fight their sworn enemies the giants on a more even level, because it would negate the reach factor and add more combat options. But they don't, they use axes and shields. Why? Because they're dwarves!!
Shut down the dwarven forges, cancel the stonecutting operations, it's time to whip out those spiked chains because they're tactically superior!
Yes... I know that's not a direct analogy, but, I think it shows something.