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Old 10-06-2003, 01:49 PM   #31
White Lancer
Drizzt Do'Urden
 

Join Date: August 30, 2002
Location: Australia
Age: 39
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Why don't we make it a +12 to DAMAGE ONLY? I mean say it's a really big sword, swinging something that big, it's going to be pretty slow, and most people will dodge it, but if you do connect it's really going to hurt. What about this:

+12 to damage
-12 to THAC0 (high level fighters can take it, and it's really hard to hit anything, this is mainly to offset the MASSIVE bonus to damage)
While equiped: Slow (its really big and really slow)
50% chance of vorpal hit, save vs Death with -2 penalty (if you actually hit anything with a sword that big, you will almost certainly kill them, but you might only hit an arm)

Sure, there are ways of getting around the slow effect, but i suppose you could have it set attacks per round to 1 or something...
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Old 10-06-2003, 04:53 PM   #32
rhapsody407
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Join Date: December 22, 2002
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hrm, i think -12 THAC0 is a bit much. On top of that, i think it should hit as at least a +4 if not +6 or +7 weapon.

And maybe, rather than making it 1D10+12, which means that even with a low damroll you do 13 damage, the range is 13-22 dmg, you can switch this to 12D3-10, which makes the range 2-26. The min damage is lower, but the max damage is a little higher...i think this is a better balance. Of course, the kensai's Kai ability would make this sword quite overpowered in a kensai's hands, but with the critical-miss vorpal strike on the swinger, the kensai couldn't use it for more than 2 or 3 battles without the sword's curse being wrought upon them.

Yes, maybe it should be cursed, as well.
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Old 10-06-2003, 06:27 PM   #33
Lord
Ma'at - Goddess of Truth & Justice
 

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[quote]hrm, i think -12 THAC0 is a bit much. On top of that, i think it should hit as at least a +4 if not +6 or +7 weapon.[quote]

you think -12 thac0 is a bit too much, but I think +12 damage is just a tad bit too high...just a bit [img]tongue.gif[/img]
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Old 10-06-2003, 07:50 PM   #34
SpiritWarrior
Jack Burton
 

Join Date: May 31, 2002
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Just my two cents: It is not overpowered but is definitely extreme. The 5% chance of instant death makes it a dangerous (and most likely) feared item. It is almost a cursed item and by D&D standards this curse would balance it out correctly. To be 100% sure I would omit the saving throw versus death during a killing blow.

Zuvio made a good point earlier about people re-rolling stats and c'mon I don't buy this...everyone has done it at some stage.
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Old 10-06-2003, 08:11 PM   #35
Lord
Ma'at - Goddess of Truth & Justice
 

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Quote:
Originally posted by SpiritWarrior:
Just my two cents: It is not overpowered but is definitely extreme. The 5% chance of instant death makes it a dangerous (and most likely) feared item. It is almost a cursed item and by D&D standards this curse would balance it out correctly. To be 100% sure I would omit the saving throw versus death during a killing blow.

Zuvio made a good point earlier about people re-rolling stats and c'mon I don't buy this...everyone has done it at some stage.
It would be considered cursed for balancing reasons, just like the Cursed Sword of Berserking +3 in BG. It's a +3 sword in BG, so therefore it's cursed for obvious reasons. The same would go for this almighty weapon, although if I had found it in the game, I would not use the HackMaster +12
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Old 10-06-2003, 08:12 PM   #36
rhapsody407
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Join Date: December 22, 2002
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I ALWAYS role until I get 90+. Not too hard, if you see 3 or more numbers 6 or higher, and all the numbers are 2 digits, you've probably got it.
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Old 10-06-2003, 10:33 PM   #37
Lord
Ma'at - Goddess of Truth & Justice
 

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I often leave it at a number like 86 or so. Rolling till I get 90 is just boooring
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Old 10-08-2003, 10:19 AM   #38
Bill26
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Have the critical miss do max damage to wielder.

Why is this overpowered? The +12 thaco isn't a factor late because of the high level of the user. The impaler has a pretty good damage modifier.
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Old 10-08-2003, 12:05 PM   #39
Leslie
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Join Date: February 28, 2003
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Quote:
Originally posted by Bill26:
Have the critical miss do max damage to wielder.
Very good idea ! Criticaly missing something would actually be logical to mean that you hit yourself - but not to death. The only possible place to hit yourself would be legs - so max damage seems reasonable (including STR and kit bonuses ).

And I also agree that ApR should be set to 1. Slow is also an option.
No Whirlwinds applicable. Maybe Improved haste.

[ 10-08-2003, 12:07 PM: Message edited by: Leslie ]
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Old 10-09-2003, 09:57 AM   #40
Bill26
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No regeneration items work, as they are too busy trying to keep up with the constant scratches.

Leave the fast attacks. More chance of hitting self.
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