I was mainly focused on affecting the riders to criticals. Damage is a bear, but when you are building a HP tank, that is expected. Being able to track moderate damage and heal in a timely manner is way easier than the unexpected critical smite power poop into your HP pool when it is not expected. Our GM also has a tendency to critical on us more than we feel is comfortable. I am the player who will roll two 1s when I have advantage and they are the GM that rolls 2 freaking 20s with disadvantage. My pain is far to recent to not be gritting my teeth and laughing simultaneously at that day of gaming.
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IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
I have a question about a possible house rule: do you think it would be fair to allow adamantine weapons to deal double damage to constructs and earth elementals? The reason I would add this rule would be to make adamantine weapons outside of their extremely small niche.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Orichalcum weapons - can be used as a spell-casting focus, add one damage die to spells with an attack roll cast using the weapon as a focus, counts as magical.
how does this work for Eldritch blast? because it naturally differs having 4x1d10 instead of 1x4d10 like other cantrips. So now it allows 4x2d10 (as opposed to just 1x5d10)? Siiiiiiiiiiiiiiiiiiiiiiiick
I have a question about a possible house rule: do you think it would be fair to allow adamantine weapons to deal double damage to constructs and earth elementals? The reason I would add this rule would be to make adamantine weapons outside of their extremely small niche.
i'd vote any stone or metal construct (so not all constructs) that doesn't naturally have resistance to nonmagical slash/bludg/pierc could be vulnerable...that excludes earth elemental and others with resistance - beacuse you're already getting around that resistance by the fact that your weapon is magical.
Orichalcum weapons - can be used as a spell-casting focus, add one damage die to spells with an attack roll cast using the weapon as a focus, counts as magical.
how does this work for Eldritch blast? because it naturally differs having 4x1d10 instead of 1x4d10 like other cantrips. So now it allows 4x2d10 (as opposed to just 1x5d10)? Siiiiiiiiiiiiiiiiiiiiiiiick
Was typing fast, it was meant to say the bonus was to one roll of a casting, so eldritch blast would be 2d10 for the first beam only
Orichalcum weapons - can be used as a spell-casting focus, add one damage die to spells with an attack roll cast using the weapon as a focus, counts as magical.
how does this work for Eldritch blast? because it naturally differs having 4x1d10 instead of 1x4d10 like other cantrips. So now it allows 4x2d10 (as opposed to just 1x5d10)? Siiiiiiiiiiiiiiiiiiiiiiiick
Was typing fast, it was meant to say the bonus was to one roll of a casting, so eldritch blast would be 2d10 for the first beam only
Makes it more balanced, but the whole shpeel of eldritch blast (past 5th level) is that it IS considered individual casts, which is why it doesn't work with twin and why hex and similar things work for EACH beam
Orichalcum weapons - can be used as a spell-casting focus, add one damage die to spells with an attack roll cast using the weapon as a focus, counts as magical.
how does this work for Eldritch blast? because it naturally differs having 4x1d10 instead of 1x4d10 like other cantrips. So now it allows 4x2d10 (as opposed to just 1x5d10)? Siiiiiiiiiiiiiiiiiiiiiiiick
Was typing fast, it was meant to say the bonus was to one roll of a casting, so eldritch blast would be 2d10 for the first beam only
Makes it more balanced, but the whole shpeel of eldritch blast (past 5th level) is that it IS considered individual casts, which is why it doesn't work with twin and why hex and similar things work for EACH beam
Its multiple beams from one casting. Similar spells are Magic Missile and Scorching Ray. It allows you to target multiple opponents, but is still considered just one casting.
I have a question about a possible house rule: do you think it would be fair to allow adamantine weapons to deal double damage to constructs and earth elementals? The reason I would add this rule would be to make adamantine weapons outside of their extremely small niche.
i'd vote any stone or metal construct (so not all constructs) that doesn't naturally have resistance to nonmagical slash/bludg/pierc could be vulnerable...that excludes earth elemental and others with resistance - beacuse you're already getting around that resistance by the fact that your weapon is magical.
on this and the quoted response, I wouldn't allow it: There are already benefits of adamantine weapons against some creatures (golems, for instance), and that rule would essentially make a non-magic weapon more powerful than magic weapons in some encounter contexts, which to me isn't fair.
I have a question about a possible house rule: do you think it would be fair to allow adamantine weapons to deal double damage to constructs and earth elementals? The reason I would add this rule would be to make adamantine weapons outside of their extremely small niche.
i'd vote any stone or metal construct (so not all constructs) that doesn't naturally have resistance to nonmagical slash/bludg/pierc could be vulnerable...that excludes earth elemental and others with resistance - beacuse you're already getting around that resistance by the fact that your weapon is magical.
on this and the quoted response, I wouldn't allow it: There are already benefits of adamantine weapons against some creatures (golems, for instance), and that rule would essentially make a non-magic weapon more powerful than magic weapons in some encounter contexts, which to me isn't fair.
Thats just my opinion though, obviously
Taking this all into account, here's what I would finally do: If magic weapon if coated in adamantine, it gains additional power against certain foes. In addition to dealing double damage to inanimate objects, constructs and earth elementals that lack resistance to bludgeoning, piercing, and slashing damage take double damage from an adamantine weapon.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Zee Bradshaw did a great video on YouTube a while back about giving monsters Witcher-like vulnerabilities. If you’re interested in thematic vulnerabilities and how to rebalance around that, check it out
Have you looked into the new Undead Warlock? The thread in the UA section is literally talking about this same thing (one of the features is to increase an attack by an extra roll. Based on the wording, most tend to agree, that RAW its per attack... aka 4x 2d10 eldritch blasts
Just be careful about making high-powered armour like that non-magical. There are many abilities that can cause non-magic weapons/armour/items to be destroyed.
i.e. Disintegrate: "This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell."
Just be careful about making high-powered armour like that non-magical. There are many abilities that can cause non-magic weapons/armour/items to be destroyed.
i.e. Disintegrate: "This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell."
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Rust monster is a good example, as the monster description specifically says it consumes mithril and adamantine. It also says they are ferrous, which is trivially interesting.
Rust monster is a good example, as the monster description specifically says it consumes mithril and adamantine. It also says they are ferrous, which is trivially interesting.
Well, it means they are magnetic just like iron and steel.
Rust monster is a good example, as the monster description specifically says it consumes mithril and adamantine. It also says they are ferrous, which is trivially interesting.
Hm. Can a rust monster consume magic weapons and armor if inside an antimagic field? The spell does say such items 'become mundane'. A beholder with a squad of pet rust monsters sounds like an evil encounter.
I was mainly focused on affecting the riders to criticals. Damage is a bear, but when you are building a HP tank, that is expected. Being able to track moderate damage and heal in a timely manner is way easier than the unexpected critical smite power poop into your HP pool when it is not expected. Our GM also has a tendency to critical on us more than we feel is comfortable. I am the player who will roll two 1s when I have advantage and they are the GM that rolls 2 freaking 20s with disadvantage. My pain is far to recent to not be gritting my teeth and laughing simultaneously at that day of gaming.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
I have a question about a possible house rule: do you think it would be fair to allow adamantine weapons to deal double damage to constructs and earth elementals? The reason I would add this rule would be to make adamantine weapons outside of their extremely small niche.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
how does this work for Eldritch blast? because it naturally differs having 4x1d10 instead of 1x4d10 like other cantrips. So now it allows 4x2d10 (as opposed to just 1x5d10)? Siiiiiiiiiiiiiiiiiiiiiiiick
i'd vote any stone or metal construct (so not all constructs) that doesn't naturally have resistance to nonmagical slash/bludg/pierc could be vulnerable...that excludes earth elemental and others with resistance - beacuse you're already getting around that resistance by the fact that your weapon is magical.
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Was typing fast, it was meant to say the bonus was to one roll of a casting, so eldritch blast would be 2d10 for the first beam only
Makes it more balanced, but the whole shpeel of eldritch blast (past 5th level) is that it IS considered individual casts, which is why it doesn't work with twin and why hex and similar things work for EACH beam
Its multiple beams from one casting. Similar spells are Magic Missile and Scorching Ray. It allows you to target multiple opponents, but is still considered just one casting.
on this and the quoted response, I wouldn't allow it: There are already benefits of adamantine weapons against some creatures (golems, for instance), and that rule would essentially make a non-magic weapon more powerful than magic weapons in some encounter contexts, which to me isn't fair.
Thats just my opinion though, obviously
Taking this all into account, here's what I would finally do: If magic weapon if coated in adamantine, it gains additional power against certain foes. In addition to dealing double damage to inanimate objects, constructs and earth elementals that lack resistance to bludgeoning, piercing, and slashing damage take double damage from an adamantine weapon.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Zee Bradshaw did a great video on YouTube a while back about giving monsters Witcher-like vulnerabilities. If you’re interested in thematic vulnerabilities and how to rebalance around that, check it out
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I'm going to make this way harder than it needs to be.
Have you looked into the new Undead Warlock? The thread in the UA section is literally talking about this same thing (one of the features is to increase an attack by an extra roll. Based on the wording, most tend to agree, that RAW its per attack... aka 4x 2d10 eldritch blasts
Just be careful about making high-powered armour like that non-magical. There are many abilities that can cause non-magic weapons/armour/items to be destroyed.
i.e. Disintegrate: "This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell."
Or a good ol' fashioned Rust Monster
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Rust monster is a good example, as the monster description specifically says it consumes mithril and adamantine. It also says they are ferrous, which is trivially interesting.
"Not all those who wander are lost"
Well, it means they are magnetic just like iron and steel.
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One wonders if a suit of mithral armor can be reinforced with adamantine without undoing the benefits of the adamantine...
Hm. Can a rust monster consume magic weapons and armor if inside an antimagic field? The spell does say such items 'become mundane'. A beholder with a squad of pet rust monsters sounds like an evil encounter.
I'd say it would and is a particularly wicked combo to say the least! ☺