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Spell weapons and proficiency


subtledoctor

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What does SR do with these? Shillelagh, Flame Blade, Spiritual Hammer, Phantom Blade, BBoD, etc.?

I feel like the original game is all over the map... sometimes casting a spell gives me a weapon that is noticeably inferior (less APR) to a regular one. I feel like the magical spell should make you good at using the weapon, otherwise you have no reason to cast them. (Also I think they should have niche usefulness so each spell might be good in some circumstances but less good in others.)

I propose a standardization: simply use ProficiencyBlackJack - stat 108 - for all spell weapons. And have them set that proficiency to an appropriate level as an equipping effect. This proficiency is unused by Detectable Spells. So each spell could give you an appropriate level of skill with the summoned weapon (or claw, for shapeshifts) based on the spell level, and it could increase with caster level if that is appropriate.

By making spell weapons give the caster a base 2+ pips while equipped, they can ensure that fighter/mages, fighter/clerics, ranger/clerics, paladins and rangers do not inadvertently nerf themselves by casting a spell that's supposed to make them better in combat.

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By making spell weapons give the caster a base 2 pips while equipped, they can ensure that fighter/mages, fighter/clerics, ranger/clerics, paladins and rangers do not inadvertently nerf themselves by casting a spell that's supposed to make them better in combat.

Well, if you had a fighter with a STR 19 and you casted Champion's Strength in the original game, your STR dropped to 18/100... so I see no problem with this at all.

It would be different if it were a polymorph, but it's not.

 

Not that I have a problem with this if and IF it's done correctly to all of the magic created weapons(not magical aka +x).

Just give the fighter the +y amount of bonus HPs... :p:devlook:

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