Silus
2014-07-09, 01:24 PM
Quoted from my other thread in the 3.5 section. Figure I'd get a bit more help here.
Ok so I've got this weapon I'm working on for my homebrew world and after crunching the numbers I realize that it's probably too powerful.
As it stands, the weapon is like this:
Cost: 3,500g-10,000g (Depending on location)
3d8 Damage
18-20/x4 Crit
Range: 80ft
Misfire 1-2
Capacity 1
Weight 30lb
Type B&P
Full Round Reload (Unaffected by Rapid Reload)
Full Round Fire
Non-Quadrupeds (ie: Bipeds) take a -2 to hit and are knocked back 5ft and are prone after shooting. Quadrupeds take no penalties (Due to stability). Firing while Prone for bipeds incurs no penalties.
Counts as Adamantite for purposes of bypassing DR, regardless of ammo type used
Inherently counts as Construct Bane, does not possess an Enhancement Bonus (Counts as +1 for purposes of Bane damage)
The rifles, called Golem Stoppers, were designed to do just that: Put down constructs. Everything from Clockwork Creatures to wild Animated Objects. Slow to fire, slow to reload, but nightmarishly powerful in the right hands.
Problem is, I feel that the rifle may be TOO powerful. In light of reading the Trench Fighter archetype for Fighters, a Centaur Trench Fighter with a Golem Stopper and 18 Dex, at level 8 with Improved Critical and Weapon Specialization (Why WOULDN'T you pick those up?) is looking at doing (12d8 + 36) + 2d6* on a crit on a construct. That's a damage range of 50-144 at level 8 every two rounds at touch AC.
So how can I keep the same feel of this thing but make it more...manageable?
*(+4 Dex, +2 Weapon Specialization, +3 Bane) = +9 x4 = 36
Replies in the other thread have said that, for the cost, the weapon is actually underpowered for the price.
I want to try to strike a balance between actually wanting to use the weapon and, well, not. Like I want the weapon to be viable, but not OP to the point that I see the PCs all running builds with it in a Construct-heavy game.
I was thinking either up the capacity of the weapon (As a magazine of maybe 5 shots per reload) and eliminating the Full Round firin...thing or keeping the capacity as is but removing the Full Round reload and firing.
Ok so I've got this weapon I'm working on for my homebrew world and after crunching the numbers I realize that it's probably too powerful.
As it stands, the weapon is like this:
Cost: 3,500g-10,000g (Depending on location)
3d8 Damage
18-20/x4 Crit
Range: 80ft
Misfire 1-2
Capacity 1
Weight 30lb
Type B&P
Full Round Reload (Unaffected by Rapid Reload)
Full Round Fire
Non-Quadrupeds (ie: Bipeds) take a -2 to hit and are knocked back 5ft and are prone after shooting. Quadrupeds take no penalties (Due to stability). Firing while Prone for bipeds incurs no penalties.
Counts as Adamantite for purposes of bypassing DR, regardless of ammo type used
Inherently counts as Construct Bane, does not possess an Enhancement Bonus (Counts as +1 for purposes of Bane damage)
The rifles, called Golem Stoppers, were designed to do just that: Put down constructs. Everything from Clockwork Creatures to wild Animated Objects. Slow to fire, slow to reload, but nightmarishly powerful in the right hands.
Problem is, I feel that the rifle may be TOO powerful. In light of reading the Trench Fighter archetype for Fighters, a Centaur Trench Fighter with a Golem Stopper and 18 Dex, at level 8 with Improved Critical and Weapon Specialization (Why WOULDN'T you pick those up?) is looking at doing (12d8 + 36) + 2d6* on a crit on a construct. That's a damage range of 50-144 at level 8 every two rounds at touch AC.
So how can I keep the same feel of this thing but make it more...manageable?
*(+4 Dex, +2 Weapon Specialization, +3 Bane) = +9 x4 = 36
Replies in the other thread have said that, for the cost, the weapon is actually underpowered for the price.
I want to try to strike a balance between actually wanting to use the weapon and, well, not. Like I want the weapon to be viable, but not OP to the point that I see the PCs all running builds with it in a Construct-heavy game.
I was thinking either up the capacity of the weapon (As a magazine of maybe 5 shots per reload) and eliminating the Full Round firin...thing or keeping the capacity as is but removing the Full Round reload and firing.