Thread: Custom Weapons
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Old 04-06-2006, 09:30 PM   #34
SixOfSpades
Dracolisk
 

Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
Quote:
Originally posted by Detherin:
Ah well, it's what I'm posting up here for : advice ^_^
Well, then, I hate to say it but I think a lot of this stuff is overpowered.

Quote:
Wind-Element Wakizashi+5 (may summon Elemental Prince: Chan 1/day, imp haste1/day, +1 apr, +2 AC. *EDIT* Added a 5% chance of Wing Buffet for the hell of it)
1) A +5 one-handed weapon that does not even require an upgrade.
2) Elemental Princes are ToB-level summons.
3) Casts Imp. Haste 1/day.
4) Grants +1 to ApR.
5) Grants -2 AC bonus.
6) 5% chance of Knockback (with additional damage) on hit.
Where the hell do you find this thing, lying on the ground outside your cell in Jon's Dungeon? Of the 6 attributes listed above, any single one of them would be enough to make a weapon balanced and useful, depending of course on the base enchantment of the weapon. The enchantment about Chan is obviously restricted to ToB right from the get-go.

Quote:
Stunning Ninja-To+3 (+25% resistance to electricity, +5 electric damage, 45% chance of stun for 30 seconds, 15% chance of insta-kill, no save.)
Celestial Fury: Oriental +3 sword with a Lightning theme, forces victim to Save vs. Spells on every hit, or be Stunned for 6 seconds.
Silver Sword: 2-Handed +3 Sword, 25% of all hits force victim to Save vs. Death (I forget if there's a bonus/penalty) or die instantly.
Stunning Ninja-To: Oriental +3 sword with a Lightning theme. You mention no Saving Throw on your Stun effect, so I'll just point out that any creature who is Stunned for 5 rounds in a combat situation is as good as dead, meaning that each hit has a 60% chance of killing the victim, with no Save.

I should also mention that I feel Celestial Fury is already an overpowered weapon in its own right: It would be balanced if its Stunning Blow chance occurred on only 15% of its hits, with the existing Saving Throw allowed.

Quote:
Dart of Dreams +5 (Unconscious for 2 rounds unless save vs. death, 60% chance of stat draining 1 point of strength for 5 rounds)
This (and the Dart of Nightmares) are actually pretty neat; tranquilizer darts. Too bad a Blowgun weapon would be impossible to implement. Except I would tweak it a bit:
Spells cast through Wands, Rods or Staves, or even similar items, are canonically supposed to use the vs. Wands Saving Throw, rather than vs. Spells, and it'd be nice to see the 'forgotten three' Saving throws brought back to some sort of relative usefulness. And I'd lose the STR penalty, it makes no sense. So each hit with a Dart of Dreams/Nightmares would:
1) Failing a Save vs. Wands with a -3 bonus, the victim would first be Fatigued for 1 round, then Slowed for 1 round, then Sleep for two rounds.
2) Each hit (no Save) imposes a +1 penalty to the victim's Save vs. Wands for three rounds.
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