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Post by sparkusclark on Nov 3, 2016 22:38:03 GMT
Pitching an idea for a pair of weapon siblings (i.e. different weapon types with related effects):
Staff of the Stallion: 2 charges. A polished wooden quarterstaff with carved horse heads on each end (much like a chess knight). Does 1d6 damage as normal, but a character can use one charge to add 2d10 force damage to the attack. Attunement isn't needed to use the charges which return at the end of a long rest.
Maul of Mares: 2 charges A large wooden maul with a carved horse head for the striking part. Does 2d6 damage as normal, but the charges can add 1d10 force damage to the attack. Once again attunement isn't needed to use the charges which return at the end of a long rest.
Attunement Unlock: Head of the Herd: Once attuned to either weapon, the wielder can expend both charges at once to do an extra 1d4* force damage per character currently under their protection (allied party members, nearby npcs, etc.)
*I'm going 1d4 because of my large group, but it can be scaled for smaller parties.
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Post by sparkusclark on Nov 3, 2016 22:41:32 GMT
Also, I refer to it as an Attunement Unlock, because for me I want it to be something the player earns. So attunement could come from time spent using the weapon in battle, swearing an oath, or even just being the party leader, the flavor of it is up to you.
And it could also be noted that I got the ideas for these weapons after watching my wife play Alice: Madness Returns.
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Post by dmxtrordinari on Nov 7, 2016 6:13:33 GMT
I like the idea personally. One thing to note is whether a PC can choose to apply the 2d10 before or after an attack roll is rolled. I'm not too sure balance wise how this would play out, but at a glance it looks alright to me.
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Post by sparkusclark on Nov 8, 2016 1:11:47 GMT
I like the idea personally. One thing to note is whether a PC can choose to apply the 2d10 before or after an attack roll is rolled. I'm not too sure balance wise how this would play out, but at a glance it looks alright to me. Ah, good point. I wonder which would be better/more effective. - Before the roll means there's a big chance of wasting a limited charge, but it would hone in on the fact that D&D is full of risk; much like declaring a Reckless Attack with Great Weapon Master, and then rolling low twice. - After the roll could mean that they strategize of when to apply it and are likely to use the feature more often because there's less risk. But that's what D&D is about, taking a risk and being rewarded when it pays off. Choosing to use the ability and rolling a one would be awful, but if choosing it and rolling a 20....the joy of random super success can be what makes memories. So really it would come down to whether I want my players to take chances or to play smart. which is a surprisingly tougher call than I would have thought.
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Post by dmxtrordinari on Nov 8, 2016 8:34:38 GMT
I like having them call it out before the attack roll is made simply because I feel it's more balanced overall. Also there are quite a few ways in DnD that a PC can provide attack bonuses/advantage to their roll or have other PCs help them which I think makes it more than fair.
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