Community

 
Dungeons & Dra.. Previous Editions .. Minimum enchantment bonuses for special abilities
Jump Menu:
Post Reply
Page 1 of 4  •  1 2 3 4 Next
Switch to Forum Live View Minimum enchantment bonuses for special abilities
4 years ago  ::  Mar 07, 2009 - 4:02PM #1
Rubiks
Date Joined: Dec 23, 2007
Posts: 3
A friend of mine said that you cannot have a special ability on a magic weapon that has an effective enchantment bonus that is higher than the item's enchantment bonus. Is that true?

For example, I could not have a "Vorporal Longsword +1", because in order to be vorporal the longsword would need a bonus of +5.

If that is the case, then could I have a "flaming and shocking longsword +1" (all are +1 enchantments), or would it have to be at least a "flaming and shocking longsword +2" (enchantment bonuses of abilities >= enchantment bonus of weapon)?

Thanks in advance.
Quick Reply
Cancel
4 years ago  ::  Mar 07, 2009 - 4:15PM #2
Eldritch_Lord
Date Joined: Jul 20, 2006
Posts: 4,420

Rubiks wrote:

A friend of mine said that you cannot have a special ability on a magic weapon that has an effective enchantment bonus that is higher than the item's enchantment bonus. Is that true?


I don't know where he's getting that idea, but no, it's not true. The only limitations on what you can put on a weapon are (A) you must have at least one actual "plus" (a +1 something something sword, not just a something something sword) and (B) you can't have higher than a +5 enhancement pre-epic. Other than that, mix and match to your heart's content.

Quick Reply
Cancel
4 years ago  ::  Mar 07, 2009 - 4:16PM #3
StevenO
Date Joined: Apr 9, 2004
Posts: 14,079
You can have a +1 Vorpal Longsword. Just remember that it is priced as if it were a +6 longsword.

The first +1 is needed ot "open the item" as such for additional enhancements but you don't need a +X to match whatever you want to include because that cost is all assumed with the cost of the other enhancement.

A prime example of using only a basic +1 item and then stacking on other enhancements would be the bow an Arcane Archer uses. Because all the arrows get a +X which doesn't stack with the bow give the bow a larger +X doesn't help. However that bow still grants all the other abilities to the arrows it fires making a +1 bow with A,B,C,X,Y,Z very popular.

Now one thing to keep in mind is that while the +1 Vorpal Longsword is priced as a +6 weapon it only gains the hardness and hp increase as if it were a +1 weapon. This can be a VERY important distinction if you ever run into someone who enjoys using Sunder.
Quick Reply
Cancel
4 years ago  ::  Mar 07, 2009 - 4:17PM #4
StevenO
Date Joined: Apr 9, 2004
Posts: 14,079

Eldritch_Lord wrote:

I don't know where he's getting that idea, but no, it's not true. The only limitations on what you can put on a weapon are (A) you must have at least one actual "plus" (a +1 something something sword, not just a something something sword) and (B) you can't have higher than a +5 enhancement pre-epic. Other than that, mix and match to your heart's content.


Add to that the total modifiers still can't exceed +10 either. You can have +5 with +5 in abilities or +1 with +9 in abilities but you can't go with a net +11 weapon.

Quick Reply
Cancel
4 years ago  ::  Mar 07, 2009 - 4:51PM #5
Eldritch_Lord
Date Joined: Jul 20, 2006
Posts: 4,420

StevenO wrote:

Add to that the total modifiers still can't exceed +10 either. You can have +5 with +5 in abilities or +1 with +9 in abilities but you can't go with a net +11 weapon.


Right; I assumed that was a given. Within that +10 block, you can mix and match to your heart's content.

Quick Reply
Cancel
4 years ago  ::  Mar 07, 2009 - 5:52PM #6
Rubiks
Date Joined: Dec 23, 2007
Posts: 3
Thanks for the fast replies all. Looks like we were playing by the RAW after all. Although I have noticed that none of us ever increase our weapons beyond +1. This leads to a group decked out with +1 Flaming, freezing, shocking, acidic, screaming(thundering?) swords. :P
Quick Reply
Cancel
4 years ago  ::  Mar 07, 2009 - 6:03PM #7
Zenogu
Date Joined: Feb 12, 2009
Posts: 247
If you need more proof, look to the Balor in MM1.
Quick Reply
Cancel
4 years ago  ::  Mar 07, 2009 - 6:06PM #8
Rubiks
Date Joined: Dec 23, 2007
Posts: 3
No no, I believe that it's true. I couldn't find the rule he was refrencing either. I'm just curious if we're not the only ones who roll tonnes of d6s for melee attacks.
Quick Reply
Cancel
4 years ago  ::  Mar 07, 2009 - 6:20PM #9
Zenogu
Date Joined: Feb 12, 2009
Posts: 247
tons of d6? not a problem. Its the most popular die to roll.
Damage spells? quite a few are d6
ToB maneuvers? alot of the strikes are extra d6
Sneak attack? moar d6
Big huge weapons? a bunch of d6
Quick Reply
Cancel
4 years ago  ::  Mar 09, 2009 - 9:45AM #10
Sinfire_Titan
Date Joined: Aug 25, 2005
Posts: 5,094

Zenogu wrote:

tons of d6? not a problem. Its the most popular die to roll.
Damage spells? quite a few are d6
ToB maneuvers? alot of the strikes are extra d6
Sneak attack? moar d6
Big huge weapons? a bunch of d6


That's the average used for damage. The average used for HD (counting monsters) is d8 and the average used for game balance is a dart board.


If you get that last one, you need to get out more.

Quick Reply
Cancel
Page 1 of 4  •  1 2 3 4 Next
Jump Menu:
 
Dungeons & Dra.. Previous Editions .. Minimum enchantment bonuses for special abilities
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing