(although now I'm curious how the "increased target per slot works as a touch spell, probably need to give that some range).
All targets need to be within touch range at the time you cast the spell, and you just touch all of them.
That could work, though it would be a bit trickier to use mid-fight. I'll have to see, it's not like the Paladin is using that function of the his shield a whole lot anyway so I might even have to remind him. (scribbles in notes, add fear effect on mobs in the upcoming dungeon).
This would only work well on weaker effects, I wouldn't let them mix and match more powerful ones!
The Rogue has asked about thrown weapons during this conversation. Idk how I feel about throwing literal shortswords and scimitars, but I'm warming up on the idea of tying a rope on a dagger and make it some sort of rope dart. Maybe even turn one of his 2 magical daggers developing a returning effect at some point while in the Far Realm with all the strange dimensional influence there. I guess if I'm using the Artificer Infusion as a base, the dagger would just auto return to his head on a throw (I thought there were some "chain/rope of retrieving", but might just have been a Critical Role thing on the barbarian's axe).
FYI, I'm a boomer and play 3.5e, so this may or may not be helpful.
One thing that I've seen in my time is that this problem is definitely not really addressed in the base rules of DND. However, I did see something that I think really helps with this in the 3.5e Oriental Adventures book, specifically with the Samurai class (FYI they did rework that class in Complete Adventurer or something like that, but they took away a lot of the things that made the class unique). Essentially, the essence of the class is that at level 1 the character starts with a special "masterwork" weapon (whole different topic), typically a katana and wakizashi combo. As they level up, their weapons will gain a +1 enhancement bonus every certain number of levels, which they can then either keep as an enhancement bonus (essentially just a buff to damage/attack rolls) or they can use it to gain more enchantments of their weapon(s) of choice.
Interesting that this was a class specific thing in that system. Technically speaking, we do have weapon mastery baked in the rules now, though it's more like "warhammer lets you shove the target away" or "greatsword can graze targets even on a miss". The ability to go +1 on an item should be used sparingly since even legendary items cap at like +3.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
That could work, though it would be a bit trickier to use mid-fight. I'll have to see, it's not like the Paladin is using that function of the his shield a whole lot anyway so I might even have to remind him. (scribbles in notes, add fear effect on mobs in the upcoming dungeon).
The Rogue has asked about thrown weapons during this conversation. Idk how I feel about throwing literal shortswords and scimitars, but I'm warming up on the idea of tying a rope on a dagger and make it some sort of rope dart. Maybe even turn one of his 2 magical daggers developing a returning effect at some point while in the Far Realm with all the strange dimensional influence there. I guess if I'm using the Artificer Infusion as a base, the dagger would just auto return to his head on a throw (I thought there were some "chain/rope of retrieving", but might just have been a Critical Role thing on the barbarian's axe).
Interesting that this was a class specific thing in that system. Technically speaking, we do have weapon mastery baked in the rules now, though it's more like "warhammer lets you shove the target away" or "greatsword can graze targets even on a miss". The ability to go +1 on an item should be used sparingly since even legendary items cap at like +3.