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  1. #1
    Community Member DasLurch's Avatar
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    Default Just an outlandish thought...

    I am aware that in D&D, magic items top out with a +5 for weapons and armor. I am also aware that this is the Ebberon setting and things can be different here. So would it be so crazy to think that "creating" +6 or higher items would be a bad thing for the balance of the game? Would this fix AC and to hit bonuses or destroy them? I am trying to wrap my head around the whole idea of balancing the game better for the eventual end game content, but find myself wondering why this hasn't been brought up as a way to fix those problems. Am I way off base thinking it could help?
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  2. #2
    Founder Dariuss's Avatar
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    i don't think further inflation is going to help matters much
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  3. #3
    Community Member Mercules's Avatar
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    For my view on overpowered items please refer to this poster:

    "Good judgment comes from experience, and experience comes from bad judgment."
    -Barry LePatner

  4. #4
    Community Member Kerr's Avatar
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    Let me put it this way. In what world is inflation a good thing?
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  5. #5
    Community Member DasLurch's Avatar
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    hmmm, sensing a trend here.....

    I guess I'm just not understanding the whole attack progression issues enough then. I thought maybe some new more powerful armor would be an "unexplored" idea that may reveal some nice help to the issue.
    Last edited by DasLurch; 12-10-2007 at 04:21 PM.
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  6. #6
    Community Member Lorien_the_First_One's Avatar
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    I don't want to see +6 weapons or weapons (besides epic) with more than a +10 total value.

    As the others said, we don't need more inflation.

  7. #7
    Community Member Bekki's Avatar
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    I think it would actually be a bad idea.
    For purposes of gameplay it could only make a bad situation worse.

    Also:

    If you refer to the actual item list in the DMG
    you actually HAVE +6 or higher weapons
    in the game for purposes of pricing and level restictions.

    Works like this:

    A +1 Weapon is considered a +1 weapon in regards to the
    level and cost of the weapon.

    If the weapon has a special ability; (IE: Flaming).
    it adds +1 to the weapon for purposes of Cost and Min. Level.
    Some abilities will add a +2. (IE: Holy, Flaming Burst, Etc).

    Now; for EACH ability it will add another +1, +2 etc.
    to the level and + to the weapon for cost.

    Now add this to the ACTUAL + to attack of the weapon, IE: +1, +2, +3...Etc.
    and the cost value and adjusted + for cost will add up quickly.

    Now think about that the next time you break out that
    +5 Ghost touch, Flaming burst, Righteous Long sword of Pure Good!
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  8. #8

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    Quote Originally Posted by Kerr View Post
    Let me put it this way. In what world is inflation a good thing?
    It's an economic law that inflation puts downward pressure on unemployment. Hyper-inflation is a whole other matter though.
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  9. #9

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    Quote Originally Posted by DasLurch View Post
    I am also aware that this is the Ebberon setting and things can be different here.
    Eberron changes very few of the actual rules of D&D.
    Have a question about the Eberron Setting?
    Ask a Loremaster.

  10. #10
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    What to-hit is broken? I have characters who have varying strength bonuses and the ones with lower str hit less, the ones with higher hit more, sounds like its working to me. I dont really understand where its broken.

    Im not really seeing how this affects our AC either. If you think about it though we already have higher plus weapons in greater bane type weapons.

    I guess Im not seeing how this would help/fix anything. What do you consider broken exactly?

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