2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 889 Get Real
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Homebrew Design
Register FAQ Members List Mark Forums Read End

Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

Reply
 
Thread Tools
Old 11-25-2012, 02:10 AM   Top  -  End  -  #1
Amechra
Ogre in the Playground
 
 
Join Date: Dec 2010
Location: 
Where I live.
Default Quick idea: improved magic weapons?

Alright, here's a random idea:

Instead of a +x enhancement bonus weapon giving you +x to attack and damage, it instead gives you +x to attack rolls, +x to opposed checks using that weapon, and a +xd6 to damage?

Then, we could have neat things like:

Flaming: You deal an additional +1d6 fire damage with your weapon. In addition, you may, as a free action, choose to deal all the dice of damage from your weapon's enhancement bonus as fire damage.

Fiery Burst: As Flaming, but on a critical hit, your weapon deals it's additional damage as +xd10s, instead of +xd6.

So, in other words, if you have a +1 Flaming weapon, it deals +2d6 damage, which can either be half fire damage or all fire damage.

If, instead, you had a +3 Fiery Burst weapon (a +5 equivalent), it deals +4d6 damage, which increases to +4d10 on a critical hit.

Actually, another idea (maybe for another time) is to have enchantments on weapons improve based on your BAB; in other words, Flaming automatically progresses to a better enchantment that let's you, I don't know, light folks on fire, or shoot fire blasts, or maybe even do zany stuff like burn the souls of the guy you just killed.

So if you find a Flaming weapon, your reaction is "Cool. This'll be useful", and not "Oh man, more of this crap?"
Amechra is offline   Reply With Quote
Old 11-25-2012, 03:23 AM   Top  -  End  -  #2
tuggyne
Troll in the Playground
 
 
Join Date: Jun 2011
Location: 
Pondering turns of phrase
Gender: Male
Default Re: Quick idea: improved magic weapons?

Hmm. This seems like something that should be fleshed out more. One thing to watch, though, is the problem that most of the time, +1-equivalent 1d6 special abilities are reduced in power by having a non-physical damage type, so there should be an offset for that, or else no one will ever use them. (Perhaps ensure that extra damage is affected by DR for a start, although that's not always much of a downside even when it's relevant.)

Tentative suggestions for specific powers: flaming could have a limited ability to set enemies on fire after hitting them (e.g. 5/day), frost could impose a dex penalty (?) with similar usage restrictions, shock could dazzle or even daze similarly, and so on.
__________________
Quote:
Originally Posted by Water_Bear View Post
That's RAW for you; 100% Rules-Legal, 110% silly.
Quote:
Originally Posted by hamishspence View Post
"Common sense" and "RAW" are not exactly on speaking terms
Homebrew Sigbox and Quotebox are overflow. RACSD and Top Ten fix and highlight some 3.5 rough spots. See also Gentlemen's Agreement.

Anyone knows blue is for sarcas'ing in · Use of gray may indicate nitpicking · Green is sincerity · "Take 10 SAN damage from Dark Orchid"
I often hop into threads for just one thing
Jezrald Ceikatar · ​CitP · ​Catgirl-Killers Society
tuggyne is offline   Reply With Quote
Old 11-25-2012, 03:37 AM   Top  -  End  -  #3
LordErebus12
Bugbear in the Playground
 
 
Join Date: Nov 2011
Default Re: Quick idea: improved magic weapons?

Icy Blast: On command, an icy blast weapon is sheathed in icy cold (though this deals no damage to the wielder). On any hit, this cold washes over the creature struck, dealing +3d6 points of bonus cold damage. On a successful critical hit it instead deals +6d6 points of cold damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus cold damage upon their ammunition.

Strong evocation [cold]; Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, cone of cold; Market Price: +6 bonus.

Fiery Blast: On command, a fiery blast weapon is sheathed in fire (though this deals no damage to the wielder). On any hit, this fire engulfs the creature struck, dealing +3d6 points of bonus fire damage. On a successful critical hit it instead deals +6d6 points of fire damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition.

Strong evocation [fire]; Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, fireball; Market Price: +6 bonus.

Lightning Blast: On command, a lightning blast weapon crackles with electrical energy (though this deals no damage to the wielder). On any hit, lightning coruscates around the creature struck, dealing +3d6 points of bonus electricity damage. On a successful critical hit it instead deals +6d6 points of electricity damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus electricity damage upon their ammunition.

Strong evocation; Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, lightning bolt; Market Price: +6 bonus.
__________________
Belladonis Campaign Setting 3.5

Learn from your mistakes, 3.5...
Fill in those dead levels...

Casting as a Skill
Simplifying Rounds

Extended Signature (95% complete)

Last edited by LordErebus12 : 11-25-2012 at 03:40 AM.
LordErebus12 is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 08:16 AM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.