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View Full Version : Keen - a new ritual of change?



etelan
02-17-2008, 09:31 AM
The ability to add keen to a weapon would be a great stone of change addition. Design it such that players would still rather keep the crit feats rather than attune and perform the keen ritual on their main weapon stash. However, now the player has an interesting choice when they loot that one weapon in another type:

1) Do I try to trade this rapier of banishing for a scimitar I can use?
2) Do I have a feat to spare for just 1 weapon? I can still trade it later if I find a scimitar.
3) Do I bind it and gather the ingrediants for a keen ritual?

I like this idea because keen is a powerful bonus, but adds no new imbalanced weapons because the bonus is already available through feats (feats that will still be used). Also, players may be more inclined to keep that xbow of smiting or holy burst heavy mace rather than all rushing for the favored weapon types adding some diversity to the game. In general ranged combat would be a little more appealing for all classes.

Aspenor
02-18-2008, 09:21 AM
Important point of note: banishing does not come on scimitars, it only can be found randomly on piercing and bludgeoning weapons.

That's all I had :) Carry on with the discussion.

MysticTheurge
02-18-2008, 09:36 AM
I think there's some pretty significant danger in allowing use to put normal item enchantments on items via eldritch rituals.

But I recognize that this is what a lot of people want, so I suspect it'll probably happen. I hope that the Devs can balance things appropriately.

Making eldritch rituals that are more powerful than similar enchantments (i.e. keen that stacks with improved crit) is probably a very bad idea. (There's a reason keen and improved crit don't stack in D&D, and effects that further increase crit range/multiplier are already wreaking havoc on game balance.)

binnsr
02-18-2008, 09:40 AM
balance-smalance! We want our cake!!

Aspenor
02-18-2008, 09:40 AM
balance-smalance! We want our cake!!

Mmmmmm...cake....

MysticTheurge
02-18-2008, 09:43 AM
We want our cake!!

The cake is a lie.

SneakThief
02-18-2008, 12:45 PM
The cake is a lie.
But its a yummy, tasty, sweet lie! mmmmmmm cake.

QuantumFX
02-18-2008, 01:02 PM
I think there's some pretty significant danger in allowing use to put normal item enchantments on items via eldritch rituals.

But I recognize that this is what a lot of people want, so I suspect it'll probably happen. I hope that the Devs can balance things appropriately.

Making eldritch rituals that are more powerful than similar enchantments (i.e. keen that stacks with improved crit) is probably a very bad idea. (There's a reason keen and improved crit don't stack in D&D, and effects that further increase crit range/multiplier are already wreaking havoc on game balance.)

I could see upgrading existing effects on named loot (ex. upgrading the mummified bat to +1X spot or a Silver Longbow to Holy Burst.) or replacing/moving effects on a weapon. (ex. Mix a Masterwork Adamantine Rapier + Keen sickle + Smiting maul to get a +1 Keen adamantine rapier of smiting.) They could do the easy thing and... wait for it... follow the P&P rules for how powerful an item can become. <insert stereotypical Dun Dun Dunnnnnnnnnn music> If they wanted to mimic the RR effect on a weapon they could give us a break on bound and attuned items.

MysticTheurge
02-18-2008, 01:08 PM
I could see upgrading existing effects on named loot (ex. upgrading the mummified bat to +1X spot or a Silver Longbow to Holy Burst.) or replacing/moving effects on a weapon. (ex. Mix a Masterwork Adamantine Rapier + Keen sickle + Smiting maul to get a +1 Keen adamantine rapier of smiting.) They could do the easy thing and... wait for it... follow the P&P rules for how powerful an item can become. <insert stereotypical Dun Dun Dunnnnnnnnnn music> If they wanted to mimic the RR effect on a weapon they could give us a break on bound and attuned items.

Yeah, the other, fairly simple balance to adding existing enchantments to items is to a) make them bind and b) increase the minimum level as appropriate.

dragnmoon
02-18-2008, 01:18 PM
I think there's some pretty significant danger in allowing use to put normal item enchantments on items via eldritch rituals.

But I recognize that this is what a lot of people want, so I suspect it'll probably happen. I hope that the Devs can balance things appropriately.

Making eldritch rituals that are more powerful than similar enchantments (i.e. keen that stacks with improved crit) is probably a very bad idea. (There's a reason keen and improved crit don't stack in D&D, and effects that further increase crit range/multiplier are already wreaking havoc on game balance.)

My guess is once they add real crafting into the game (Lets not all forget that what we see now is not crafting but only a prelude of what crafting will be) that it will allow you to add they same type of powers that you see from chests...

Could be wrong though

Mindspat
02-18-2008, 01:25 PM
I think there's some pretty significant danger in allowing use to put normal item enchantments on items via eldritch rituals.

But I recognize that this is what a lot of people want, so I suspect it'll probably happen. I hope that the Devs can balance things appropriately.

Not only was it wanted, I believe a large portion of the existing and potential community expected it. Hopefully there will be more diversity in the near future.

QuantumFX
02-18-2008, 01:32 PM
Yeah, the other, fairly simple balance to adding existing enchantments to items is to a) make them bind and b) increase the minimum level as appropriate.

On the named loot I'd expect no less. For generic loot though I'd rather the "bind and attuned" attribute replace the "Race Required" attribute on stuff we craft. (I guess what I'm saying is that storywise RR'ed stuff is just bound and attuned to some dead NPC of that particular race.)

krud
02-18-2008, 02:38 PM
But its a yummy, tasty, sweet lie! mmmmmmm cake.

That's splenda and olestra you are tasting! <blech!>