tag:blogger.com,1999:blog-8170674472098446028.post4102133865480002575..comments2024-03-27T03:18:19.290-04:00Comments on Aeons & Augauries: +1 Bonus to damage is boringJDJarvishttp://www.blogger.com/profile/07691101939920824546noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-8170674472098446028.post-29357090314027348892014-02-01T11:26:36.481-05:002014-02-01T11:26:36.481-05:00Years ago, I thought-out the same rule for my game...Years ago, I thought-out the same rule for my games. But it was mostly to shorten the amount of time it takes to fight a high-level encounter, as it takes forever to whittle down the big monsters.<br /><br />With Mutant Future, I even changed the damage adjustments for Strength (http://www.goblinoidgames.com/forums/viewtopic.php?f=10&t=617#p9171 and http://www.goblinoidgames.com/forums/viewtopic.php?f=10&t=617#p9496). Being a Gamma World clone, the character can deal with the extra damage. I made it so that character can do some real damage unarmed -- the bonus damage is what your can do unarmed.<br /><br />As for plus-whatever magic item, I tend to find them boring. I like magic items to be rare and unique, and something like a +1 sword feels way too bland to me. I would rather treat magic items as intelligent swords or lesser artifacts, if not just impose a strange curse or infliction on the user. That is, a +3 sword that turns you (on a failed save) into a mindless berserker at the sight of a certain race (much like anyone who sees a Kinder -- with or without a magic sword =P), a +1 ring of invisibility that turns your clothing invisible when not in use (at least to other people), or even the fabulous +4 gay-blade that would make you feel a little... peculiar. ;) I just love complicating magic items with weird or funny side-effects. (and yes, I have thrown that last weapon in may game, and it was funny)Malcadonhttps://www.blogger.com/profile/03111796978336546944noreply@blogger.comtag:blogger.com,1999:blog-8170674472098446028.post-17330856745585953282014-02-01T11:26:08.271-05:002014-02-01T11:26:08.271-05:00I think you'll need to differentiate between a...I think you'll need to differentiate between a Low Magic World and a High. Sure, players in a LMW would appreciate the higher die, but in a HMW it is laughable as you point out. Random spell like effects seem the best bet, as you suggest in the newer post.Tedankhamenhttps://www.blogger.com/profile/00181643018957592969noreply@blogger.comtag:blogger.com,1999:blog-8170674472098446028.post-77025460746190977312014-02-01T10:13:44.401-05:002014-02-01T10:13:44.401-05:00Bumping the dice up a step could work but it'...Bumping the dice up a step could work but it's a preety meager boost. a d6 weapon becoming a d8 weapon means only 1 in 4 strikes might be more significant than a normal weapons strikes, which would work nicely in a low hp campaign but in one where MU's can still dish out 8d6 fireballs it still leaves magic swords in the dust.<br />Expanding the critical range could do the trick as well but twice a roll of 1 just doesn't feel very special either (a consistent issue with multiplied damage criticals).JDJarvishttps://www.blogger.com/profile/07691101939920824546noreply@blogger.comtag:blogger.com,1999:blog-8170674472098446028.post-57135492817441451722014-02-01T10:09:08.204-05:002014-02-01T10:09:08.204-05:00Good post on magic items.Good post on magic items.JDJarvishttps://www.blogger.com/profile/07691101939920824546noreply@blogger.comtag:blogger.com,1999:blog-8170674472098446028.post-57713771846851219332014-02-01T06:24:36.987-05:002014-02-01T06:24:36.987-05:00I agree it is dull as dirt and done to death. Mayb...I agree it is dull as dirt and done to death. Maybe bump up the damage dice, so a d6 sword at + 1 does d8 instead? Or maybe add one to its critical range, so it deals double damage on 19-20? Tedankhamenhttps://www.blogger.com/profile/00181643018957592969noreply@blogger.comtag:blogger.com,1999:blog-8170674472098446028.post-53644011165647999692014-01-31T18:22:18.098-05:002014-01-31T18:22:18.098-05:00I've long used max roll on die ('6' on...I've long used max roll on die ('6' on a d6) to trigger special effect. Flails/nets entangle. Target's shield is destroyed. stuff like that. Makes sense to do same for magical effects. "Proc" is what the mmorpgs would call it ;)<br /><br />But, no offense intended, extra damage, even d6, and + to hit is still too mundane. I regulate plusses like that to superior materials / craftsmen ship. Magic is unique, special, and mysterious. See also related post of mine http://trollandflame.blogspot.com/2010/11/magic-items-should-be-magical-repost.htmlNorman J. Harman Jr.https://www.blogger.com/profile/01319655075997712313noreply@blogger.com