If one feels that Magic Resistance and Protection from Magical Weapons negate the need for Chaotic Commands and Physical Damage Resistance, then why have them at all? After all, in your opinion, you feel that they are useless right? So why not remove these 'useless' enchantments?
By tagging on more and more enchantments, you are making the weapon more powerful, whether you believe it or not. Not all Charm/Confusion/Hold spells can be negated by Magic Resistance, and Magic Resistance can be lowered, but an equipped immunity cannot be dispelled. A permanent Chaotic Commands is a 100% guarantee that the user cannot be affected by any mental spells. This is vastly different to depending on Magic Resistance.
Magic Resistance can be countered, the sword's Chaotic Commands cannot be countered.
Same thing with the Armour of Faith. It is guaranteed. There is a difference between guaranteed, and unguaranteed alternatives. Sola can have 45% Physical Damage resistances if he had his sword and the Defender of Easthaven( 85% with Hardiness). This is comparable to the Barbarian or Fighter/Thief with alternative setups.
That is not so bad. A minor thing in fact if you ask me, but, it is not just physical damage resistance that the sword grants. It is +25% resistance to almost everything in the game. If you tweak it to just Physical Damage resistance, then perhaps it will be more balanced.
Draw Upon Holy Might is another case of overdoing it. You may start pointing to Crom Faeyr, but, and this is a big but, Crom Faeyr only boosts your STR. Draw Upon Holy Might boosts 3 statistics, STR, CON and DEX. Again, this effect is undispellable which is pretty swell since those who have the spell have to suffer the duration and the chance of it being dispelled.
Permanent Luck is pretty inconsequential.
Permanent Death Ward and Negative Plane Protection is another matter. Comparisons to other weapons like the Runehammer is unbalanced, because you see, Runehammer does not have the other goodies that this sword has.
This sword basically takes the best of several weapons/items and magically combines them into ONE weapon. This is the crux of the problem I believe. The weapon has too many enchantments, and it just outshines too much.
A player can make Sola into what I like to call a Brick. A character that is near-nigh impossible to hurt.
Losing some of the enchantments will make it less of a... game-breaker, but still make it a good weapon.
[ 03-11-2003, 02:32 AM: Message edited by: Dundee Slaytern ]
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