Weapon Enhancements
Posted: Thu Dec 20, 2018 6:15 am
I think we need to consider simplifying the rules for enhancing weapons, as many folks (including myself) are confused by the sign at Aaron's forge.
The way I understand it, to enhance a weapon (legally) you must.
1. Check if your class is allowed elemental damage (Rogue, FIghter, Barbarian)
2. Know your weapon type (only 2handed weapons are allowed to stack 2d8 damage, all other is 1d12) - I would consider getting rid of this rule at some point.
So in my example, Kitty. I'm using a small or medium weapon, which means I can have 1d12 damage and 1 elemental type due to the class rule. Teh same would go for most sword/shield types.
Also, for new players, never add fire damage, it is a waste of tokens as you can buy alchemist fire at magic and mysteries and many casters have "flame weapon"
At the forge
1. Add Bludgeoning (1d12)
2. Add Slashing (1d12)
3. Add piercing (1d12)
4 Add Acid (due to class rule 1d12)
After the forge, I believe I can do the following in any order
Orb of enhancement
1. Use my orb to add +7
Gemstones
1. Add 2d8 of another elemental type (I have seen no rules about having to stick with 1d12 with gems).
Royal Adventure Society stone
1. At level 25 buy the first stone (1d12) of the chosen type
2. At level 35 buy the second stone (1d12) of the chosen type
I'm still not sure I have it right and I think we could possibly end up spending a lot of time refunding forge tokens with the current rules
The way I understand it, to enhance a weapon (legally) you must.
1. Check if your class is allowed elemental damage (Rogue, FIghter, Barbarian)
2. Know your weapon type (only 2handed weapons are allowed to stack 2d8 damage, all other is 1d12) - I would consider getting rid of this rule at some point.
So in my example, Kitty. I'm using a small or medium weapon, which means I can have 1d12 damage and 1 elemental type due to the class rule. Teh same would go for most sword/shield types.
Also, for new players, never add fire damage, it is a waste of tokens as you can buy alchemist fire at magic and mysteries and many casters have "flame weapon"
At the forge
1. Add Bludgeoning (1d12)
2. Add Slashing (1d12)
3. Add piercing (1d12)
4 Add Acid (due to class rule 1d12)
After the forge, I believe I can do the following in any order
Orb of enhancement
1. Use my orb to add +7
Gemstones
1. Add 2d8 of another elemental type (I have seen no rules about having to stick with 1d12 with gems).
Royal Adventure Society stone
1. At level 25 buy the first stone (1d12) of the chosen type
2. At level 35 buy the second stone (1d12) of the chosen type
I'm still not sure I have it right and I think we could possibly end up spending a lot of time refunding forge tokens with the current rules