Geez, this whole thread is giving me a headache...
You are wrong. The spell does not give +10 to attack bonus, it only gives +1 to attack and up to +10 to damage (piercing). The description can be fooling but it does NOT give you a major boost to AB, just and ONLY to damage.
I am not sure about this claim anymore in SoZ, but remember one thing for sure: DR's in NWN2 and DnD 3.5 do not penetrate by enchantment bonus but by material. I am not sure if it is even -possible- anymore to have enchantment bonus based DR's, but I sure as hell haven't seen a single one as I've played NWN2 from the very start and there has been none in Sundren.
Therefore, it only serves for damage and POSSIBLY +1 enchantment bonus, just POSSIBLY.
Now imho that's somewhat emotional post, I know you wanted to say 1d6/1d6/1d6, but I think the whole 3d6 elemental damage thing has turned into a huge personal war to some people.
Remember that you can also use it for clubs, which would serve -far- better example to this than staves, which deal a minor bit more damage than clubs, but won't enable shields, which on the other hand, are crucial for druids for AC boost. Besides you -can- wield club in two hands and have the STR bonus to damage if you want.
So if you want to express a powergaming aspect of brambles spell, I'd say use the club as an example, not the staff.
It can be, yes. It costs 8th level spell slot and a feat that doesn't benefit druids that much, at least if compared to clerics/FS's/arcane casters, but you can do it.
GMW and Divine favour both boost AB by +5 and +3 at level 15 though, so it's cleric's +8 to damage and +8 to AB compared to druid's +10 to damage and +1 to ab.
So yeah, it is working just as intended, there are no issues regarding it, except this 3d6 elemental staff problem.
Do remember people that druids will -never- get the amount of focuses that barbarians/fighters/rangers/weapon masters/etc will in weapons and the two weapons that are allowed with the use of brambles are both 20/2x of their critical chances and very low on bludgeoning damage (1d6 for one-handed weapon and 1d8 for two-handed. Compare them to 1d10 bastard sword and 2d6 greatsword, which BOTH are 19-20/2x weapons too).
Thus, weapons that nobody would use except to look cool perhaps. Scimitars are greatly favoured PG weapons when it comes to druidic selection as they have 18-20/2x criticals, which is anotherworldly compared to club.
But as my own point, I think that +10 to damage (NOT now or ever enchantment bonus of +10) is a lot, so you could perhaps tone it down to +5. Just -do- keep in mind that the spell lasts for a few rounds, so unless the druid is at least level 15, you won't be able to score a great deal of hits anyway.
Perhaps if you'll tone it down to +5, you could make it last turns/level instead like GMW, because by then it has lost a great deal of its fashion.
Also, please consider the fact that druids are not the only people with 3d6 weapons, if you see a favoured soul/cleric using one, it's another WORLD for them. They get to boost their weapons with actually long-lasting enchantment bonuses and if blunt weapon, keen too. They get spells like divine might that will boost their STR by 6 and they have a whole bunch of AB boosts, like bless/aid/prayer/battletide/divine favour. This goes of course for Eldritch Knights too with g. heroisms and all mage buffs.
Druids do not have any enchantment bonus buffs and the newest UMD requirement boost in SoZ basically limits them to greater magic fang with animal shapes, which does not even let you have the elemental damage. Going in groups is -completely- another thing, so don't mix it up with this issue please.
As last thing: Play a druid and try out the spell yourselves and then return to this thread and honestly say whether it is -that- overpowered or not.
I haven't seen a single person who'd be as abusing as many people of this thread are quick to point out.
Originally posted by Phantom Lamb
Originally posted by c2k
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Therefore, it only serves for damage and POSSIBLY +1 enchantment bonus, just POSSIBLY.
Originally posted by Phantom Lamb
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Remember that you can also use it for clubs, which would serve -far- better example to this than staves, which deal a minor bit more damage than clubs, but won't enable shields, which on the other hand, are crucial for druids for AC boost. Besides you -can- wield club in two hands and have the STR bonus to damage if you want.
So if you want to express a powergaming aspect of brambles spell, I'd say use the club as an example, not the staff.
Originally posted by Zoberraz
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GMW and Divine favour both boost AB by +5 and +3 at level 15 though, so it's cleric's +8 to damage and +8 to AB compared to druid's +10 to damage and +1 to ab.
Originally posted by c2k
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Do remember people that druids will -never- get the amount of focuses that barbarians/fighters/rangers/weapon masters/etc will in weapons and the two weapons that are allowed with the use of brambles are both 20/2x of their critical chances and very low on bludgeoning damage (1d6 for one-handed weapon and 1d8 for two-handed. Compare them to 1d10 bastard sword and 2d6 greatsword, which BOTH are 19-20/2x weapons too).
Thus, weapons that nobody would use except to look cool perhaps. Scimitars are greatly favoured PG weapons when it comes to druidic selection as they have 18-20/2x criticals, which is anotherworldly compared to club.
But as my own point, I think that +10 to damage (NOT now or ever enchantment bonus of +10) is a lot, so you could perhaps tone it down to +5. Just -do- keep in mind that the spell lasts for a few rounds, so unless the druid is at least level 15, you won't be able to score a great deal of hits anyway.
Perhaps if you'll tone it down to +5, you could make it last turns/level instead like GMW, because by then it has lost a great deal of its fashion.
Also, please consider the fact that druids are not the only people with 3d6 weapons, if you see a favoured soul/cleric using one, it's another WORLD for them. They get to boost their weapons with actually long-lasting enchantment bonuses and if blunt weapon, keen too. They get spells like divine might that will boost their STR by 6 and they have a whole bunch of AB boosts, like bless/aid/prayer/battletide/divine favour. This goes of course for Eldritch Knights too with g. heroisms and all mage buffs.
Druids do not have any enchantment bonus buffs and the newest UMD requirement boost in SoZ basically limits them to greater magic fang with animal shapes, which does not even let you have the elemental damage. Going in groups is -completely- another thing, so don't mix it up with this issue please.
As last thing: Play a druid and try out the spell yourselves and then return to this thread and honestly say whether it is -that- overpowered or not.
I haven't seen a single person who'd be as abusing as many people of this thread are quick to point out.




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