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1d6 1d6 1d6 ZOMG~

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  • 1d6 1d6 1d6 ZOMG~

    I suggest we restrict the number of 1d6 damage types people can place on a weapon. Too many people are having 1d6 fire, 1d6 acid, 1d6 cold weapons, then using GMW to make it uber.
    "Microsoft has to move the Reply All button further away from the Reply button. It's the computer equivalent of putting the vagina so close to the sphincter."
    -Bill Maher

  • #2
    *wonders how a weapon can do fire AND cold damage*

    I wouldn't mind if we restrict it to just one

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    • #3
      If you were going to do that wouldn't you do 1d6 cold acid and electricity, then add flame weap and GMW? For the record I don't do that.
      Lasala'ariira-A Woman Scorned.
      Chara Smith-Bio Here

      Meram- Yes she's a shifty Hin, but she's still not going to pickpocket, daylight robbery is much more profitable.
      "The object of war is not to die for your country. It's to make the other poor dumb bastard die for his."
      -General George S. Patton

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      • #4
        Something is going to be done about it, but I'll not post it here so that people won't (subconsciously or otherwise) get it into their heads to 'prepare' themselves before the new crafting implementations

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        • #5
          Ummm...hate to say folks are over reacting, but you are.

          in order to enchant an item like you say requires 3 rare gems. My main charactor has one item with two d6 enchantments another with only one d6.

          GMW requires being caster to use, which means while they get an uber item they still have a crap BAB bonus.

          Enchanting with flame is a bit closer seeing medium attack bonus.

          On top of it all you forget what the item is made out of is just as important as the enchantments.

          Only time I could see this being a big issue if in a group but that is another perk of group hunting.
          blame everything right in my life on god -Me.
          Being insane in a sane world is alot more fun then being a sane man in an insane world. -Me
          I am only what you percieve, and even that is an illusion. -Me.

          Ashinet Clavin Shiv Shadowsong

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          • #6
            The issue isn't with the cost/value ratio, it's that it's possible to achieve making such weapons to begin with. This is a low magic server, and having people running around with all the elements on their sword just because they could afford it is out of the question.

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            • #7
              So its not a tatical reason its that folks found something to spend their gold on is the issue?

              +3 is typical for a low magic world and if you adventure long enough having +3 makes sense.

              okay lets figure 1d6 x3 = 3-18 damage. nice but not as nice as some wizards damage spell. Also if you can not hit, it does not work (ergo what it is made of matters).

              Next problem is if this does get changed is it just going to grandfather in those who have acheived it?

              In aquiring gems via questing, or buying them off others. Then aquiring the 90k gold you need to pay to have an weapon enchanted, you feel pretty accomplished. Now this is going to be removed?

              Some folk might have these items due to before dm's informed crafters they have to charge a BOATLOAD to do crafting to make it rare. Then we got problems with folks farming so they can afford crafting.

              Maybe its my head cold but this just seems like an over reaction to some event I missed. If we are having problems with folks cutting through opponents to quickly there are easy ways around it.

              Damage reduction items on the monsters, or stone skin, maybe immunities to elements. Or they spawn with elementals.

              The problem I see with this is a common one with pw's a change that hoses the new and uneffects the old. Or an adjustment to rules due to ignoring how the engine works or wanting to change how people play.

              As for weapons my dream one for here would be an adamintine dagger, acid 1d6, vampric 3. Then my silver weapon finished of fire 1d6, evil 1d6, and destruction undead dc 12.

              oh, yeah forgotten to mention just because a person CAN abuse something does not mean they will. Better to cut the bad apples then cut down the tree.

              Incase I forgot to mention I have a head cold so kinda swiming/drunk feeling. So if I say anything jerky or does not make sense I am sorry.
              blame everything right in my life on god -Me.
              Being insane in a sane world is alot more fun then being a sane man in an insane world. -Me
              I am only what you percieve, and even that is an illusion. -Me.

              Ashinet Clavin Shiv Shadowsong

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              • #8
                So its not a tatical reason its that folks found something to spend their gold on is the issue?

                +3 is typical for a low magic world and if you adventure long enough having +3 makes sense.

                okay lets figure 1d6 x3 = 3-18 damage. nice but not as nice as some wizards damage spell. Also if you can not hit, it does not work (ergo what it is made of matters).

                Next problem is if this does get changed is it just going to grandfather in those who have acheived it?

                In aquiring gems via questing, or buying them off others. Then aquiring the 90k gold you need to pay to have an weapon enchanted, you feel pretty accomplished. Now this is going to be removed?

                Some folk might have these items due to before dm's informed crafters they have to charge a BOATLOAD to do crafting to make it rare. Then we got problems with folks farming so they can afford crafting.

                Maybe its my head cold but this just seems like an over reaction to some event I missed. If we are having problems with folks cutting through opponents to quickly there are easy ways around it.

                Damage reduction items on the monsters, or stone skin, maybe immunities to elements. Or they spawn with elementals.

                The problem I see with this is a common one with pw's a change that hoses the new and uneffects the old. Or an adjustment to rules due to ignoring how the engine works or wanting to change how people play.

                As for weapons my dream one for here would be an adamintine dagger, acid 1d6, vampric 3. Then my silver weapon finished of fire 1d6, evil 1d6, and destruction undead dc 12.

                oh, yeah forgotten to mention just because a person CAN abuse something does not mean they will. Better to cut the bad apples then cut down the tree.

                Incase I forgot to mention I have a head cold so kinda swiming/drunk feeling. So if I say anything jerky or does not make sense I am sorry.
                blame everything right in my life on god -Me.
                Being insane in a sane world is alot more fun then being a sane man in an insane world. -Me
                I am only what you percieve, and even that is an illusion. -Me.

                Ashinet Clavin Shiv Shadowsong

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                • #9
                  I think its a fair argument as long as spawns are balanced accordingly. If spawns are scaled based upon this, then they could become horribly overpowered when it is removed.

                  Comment


                  • #10
                    Originally posted by Product of Void View Post

                    Damage reduction items on the monsters, or stone skin, maybe immunities to elements. Or they spawn with elementals.
                    Doing this will hinder many other's who don't rely on +1d6 elemental dmg.

                    For one, I play a warlock sure its nice but I wouln't like if monsters now came with a crap load of magic / acid / fire resistance because someone wanted to run around with three elements on their blade.

                    Secondly I do believe that was adressed within the Mossdale swamp's. High Damage Reduction creatures mixed in with the magically immune.
                    Elric Modner. - "Yesterday I dared struggle against tyranny, Today I dare to fight once again."

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                    • #11
                      Originally posted by Product of Void View Post
                      +3 is typical for a low magic world and if you adventure long enough having +3 makes sense.
                      That might be your definition of a low magic world. Certain people have a different idea what "low magic" should mean. And when i look at the stuff my level 12 char has i wouldn't say that level is old enough to have such gear on a low magic world

                      Originally posted by Product of Void View Post
                      Damage reduction items on the monsters, or stone skin, maybe immunities to elements. Or they spawn with elementals.
                      Whats the purpose in having elemental damage when everything has resistance to it? And like Anks said: adding damage reduction is the best way to screw things up, especially for those characters that are already weak. A barbarian with a greatsword and power attack will not even notice a stoneskin while a dex. based fighter won't be even able to tickle the monsters.

                      It is a fact that the items got out of controll (compared to what the staff has in mind). It was not the players' fault. They just used the things we gave them. But the gem drops are unballanced and it is far too easy to get the most powerfull gear that exists on sundren. This has to be changed. Period. And Kaeldorns new crafting is a perfect chance to do that.

                      What about the existing items? *shrugs* We have a few ideas but it is too early to say anything.

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                      • #12
                        I think the problem with elemental damage atm is that despite the fact that people get to relatively high levels (15+), the creatures are not that widely scattered as in common DnD.
                        We have mostly humans or humanoids that can be battled with in Sundren, but we lack nearly all outsiders, who naturally are resistant to elements.
                        This 3d6 elemental weapon vs even a minor baatezu or tanar'ri, will mean that only physical damage with strike through (granted that the damage reduction is not too high).

                        I think that Product of Void is right that the elemental bonuses are indeed not soloer's choice, but they can become more powerful if you travel in a group that can provide you with the best possible choice of spells. Of course, with a cleric or EK the benefit is greater than with a fighter who can't produce spells of his own.

                        It may be just me, but I think that group-oriented activity should be encouraged instead of seeking to gain the most perfected tool of destruction for soloing purposes.
                        Remember: Each and every case is individual.

                        Cer'wyïl Durothil - Mix-breed noble elf
                        Tredonael - The shapeshifter
                        Glagnur Frostfury - The arctic dwarf barbarian
                        Calewyn Gil'Fang - Wood elven archer
                        Jaegor Ursablad - The wychlaran knight from Rashemen

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                        • #13
                          A lot of people forget that the diminishing of magical gear and its prevalence and power only serves to hinder most full BAB classes, such as Fighters, and nobody else. The Wizard will still fling his Fireballs, and the Cleric will still spam his buffs and Blade Barriers, but the Fighter loses his sword. By treading too far down the path of low-magic, you weaken the weakest classes, while effectively doing nothing to those that already have an advantage. An arcane or divine caster will drag the face of a mundane class across the floor even in the best of circumstances... and things will only become more gruesome for the mundane classes when they lose their access to the equalizer: magic items.

                          Two cents into the hat.
                          Pyras: Red Wizard of Thay, High Arcanist of Illusion, Master of the Enclave's Knight Commander.

                          Currently taking apprentices, and conducting research.

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                          • #14
                            There is no such thing as balance in D&D

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                            • #15
                              Originally posted by Maevan2 View Post
                              There is no such thing as balance in D&D
                              But isn't that what this suggestion is trying to accomplish?

                              Originally posted by Kangleton View Post
                              A lot of people forget that the diminishing of magical gear and its prevalence and power only serves to hinder most full BAB classes, such as Fighters, and nobody else. The Wizard will still fling his Fireballs, and the Cleric will still spam his buffs and Blade Barriers, but the Fighter loses his sword. By treading too far down the path of low-magic, you weaken the weakest classes, while effectively doing nothing to those that already have an advantage. An arcane or divine caster will drag the face of a mundane class across the floor even in the best of circumstances... and things will only become more gruesome for the mundane classes when they lose their access to the equalizer: magic items.

                              Two cents into the hat.
                              This is true. While the physical damage dealing classes are getting their crafted gear(which they are paying an excessive amount of money to the caster classes for anyway), caster classes can easily walk through things. Undead? No problem, Death to Undeath. Need to stop someone? Bigby's. Need to kill things, pick anyone of the high damage spells.

                              Thats not even clerics, which are worse. Even at low levels, Clerics can get over 30+ AC with crit Immunity and elemental resistance and tank better than any melee class could do. And they only get stronger as they level, getting Word of Faith and Harm.

                              Removing the items would only make Paladins relevant as melee class, since they actually have a spell that can give them one of the best weapons in a low magic situation.

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