Weapon Enhancements (new ideas, critique welcome)

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Weapon Enhancements (new ideas, critique welcome)

Postby Murdling » Wed May 18, 2016 5:20 pm

Rallying
Cost: +1 Equivalent
Effect: A Rallying weapon heals its user on hit, in an amount equal to 25% of any damage they suffered on the previous round (and ONLY the previous round).

Meant to engender active response and greater courage in wielders, a Rallying weapon is intended to answer injury in kind and bolster its wielder's resolve (physical and otherwise).

Sanguine
Cost: +2 Equivalent
Effect: Sanguine weapons can, when sheathed, be activated in order to do more harm on striking. Activation causes the user to suffer one immediate point of Constitution damage, and an additional point thereof per round, and leaves what appears to be a solid construct of blood attached to the blade after drawing it. Anything strike by an activated Sanguine weapon suffers an extra 1d6 damage per hit for each round the activation has been in effect. (Example: On round 3, Bob the Fighter suffers 3 Con damage for a total of 6 since he turned the weapon on. All his hits that round do an extra 3d6 damage.)

Blood magic is never smiled upon, but there is always someone cruel or desperate enough to turn suffering into power. It is some small consolation that at least part of the suffering is usually endured by the practitioner. In this case however, it is rare to find those who commission a Sanguine weapon wielding it themselves. Usually they have someone they pay to do that in their stead.
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Re: Weapon Enhancements (new ideas, critique welcome)

Postby Stam » Thu May 19, 2016 9:28 am

Murdling wrote:Rallying
Cost: +1 Equivalent
Effect: A Rallying weapon heals its user on hit, in an amount equal to 25% of any damage they suffered on the previous round (and ONLY the previous round).

Meant to engender active response and greater courage in wielders, a Rallying weapon is intended to answer injury in kind and bolster its wielder's resolve (physical and otherwise).

Query: Is this a one-hit effect (land one blow and get 25%*, hit twice more and get nada), or does it heal 25% per hit (manage to land three blows that round, get 75%*)? * Of damage dealt the prior round.

In either case, does it stack if you TWF a pair of these?

The bolstering of resolve seems like it should have a proper effect as well - maybe a minor Morale bonus to hit or damage occurring the round after taking damage. Since all this is highly situational only, I don't see a +1 TH or +2 damage as taking up more room than it should.
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Re: Weapon Enhancements (new ideas, critique welcome)

Postby Murdling » Thu May 19, 2016 11:22 am

That'd be per-hit, though as anyone playing high level melee knows landing more than a couple out of your volley of them later on gets progressively harder.

Here's the thing on the other part: + to hit and + to damage already exist on weapons. The enhancement bonus itself. Adding more of the same and calling it something else feels needlessly complicated.
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Re: Weapon Enhancements (new ideas, critique welcome)

Postby Stam » Thu May 19, 2016 12:36 pm

Murdling wrote:That'd be per-hit, though as anyone playing high level melee knows landing more than a couple out of your volley of them later on gets progressively harder.
So theoretically, if you TWF and land your first two hits with each hand, you can repair all damage from a prior round. But if you don't, you're on the losing end anyway.

Not bad for a non-cleric, this is for certain.

It is, however, fairly well out of line with most other items. The only direct-heal weapon ability I'm aware of is the Vampiric weapon enhancement (a +2 ability) which adds 1d6 of damage to your weapon and heals that same amount (1d6) to you. Assume that +1 of that is for the damage dealt, and you've basically equated "hit to heal 1d6 damage" with a +1.

Which I'll freely admit is WAY underpowered for the game.

However, even with your restriction (damage dealt during LAST TURN ONLY) you're probably still looking at +2 or higher for such a thing.

Alternatively, Temp HP instead of real healing - or limit it to the one largest blow struck in the last round, not cumulative damage.

Here's the thing on the other part: + to hit and + to damage already exist on weapons. The enhancement bonus itself. Adding more of the same and calling it something else feels needlessly complicated.
Morale bonus vs. Fear and Enchantment, then? +1 per ten HP dealt, round up, max +5.
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Re: Weapon Enhancements (new ideas, critique welcome)

Postby Murdling » Thu May 19, 2016 9:59 pm

I will phrase this more bluntly. I have no desire to tack on some sort of additional effect purely for thematic reasons. Yes, it fits the theme, make it its own thing if you really want. I do not want to clutter up this ability with anything additional.

The only thing this is meant to do is to encourage a melee character under heavy fire to press the attack instead of backing off.
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