Deciding on weapon enhancements? [Archive] - Wizards Community

Post/Author/DateTimePost
WhiteRaven74

05-27-07, 11:54 PM
Unsure if this is the right place to put this but when creating a weapon how do you decide on if the weapon gets an enhancement like +1 or +2 and so on. I made weapons and don't know how high of an enhancement bonus they should get.
Peregrine_Wolf

05-27-07, 11:57 PM
what are the enhancements?
bondious

05-28-07, 01:41 AM
Unsure if this is the right place to put this but when creating a weapon how do you decide on if the weapon gets an enhancement like +1 or +2 and so on. I made weapons and don't know how high of an enhancement bonus they should get.

If you are a PC, then money is usually one factor. Another is what your DM will let you get, and how powerful he/she will let it go.

If you're the DM, then I'd say that you should tailor it for players, and make sure that it's not too powerful for their level. There's no sense in introducing an item that your players can't use (unless there's a story behind it). Like a group of good characters recieving an Unholy weapon. They can't use that, and in some places they'd even have a hard time selling something like that, I'd think. As for the power scale, it wouldn't be wise to give a low-level character a powerful weapon, say a +4 or +5 equivalent item. The "Character Wealth by Level" chart in the DMG is a pretty decent barometer for what is too much or too little for a PC at a given level.

And if this is just something you want to make up "for the hell of it", then shoot the works my friend! :D
WhiteRaven74

05-28-07, 10:42 AM
If you are a PC, then money is usually one factor. Another is what your DM will let you get, and how powerful he/she will let it go.

If you're the DM, then I'd say that you should tailor it for players, and make sure that it's not too powerful for their level. There's no sense in introducing an item that your players can't use (unless there's a story behind it). Like a group of good characters recieving an Unholy weapon. They can't use that, and in some places they'd even have a hard time selling something like that, I'd think. As for the power scale, it wouldn't be wise to give a low-level character a powerful weapon, say a +4 or +5 equivalent item. The "Character Wealth by Level" chart in the DMG is a pretty decent barometer for what is too much or too little for a PC at a given level.

And if this is just something you want to make up "for the hell of it", then shoot the works my friend! :D

I'll be DMing and I want to do it perfect as possible.

I'll post the weapons and what enhancement, I was thinking of giving them. Also the weapons design is pure weapon template.
Nathreet

05-28-07, 11:47 AM
Look up the wealth by level guidelines to see about how much treasure your PCs should be getting during the course of each level. Look up the treasure tables to see about how much treasure each monster should have. It should also have tables that let you randomly generate weapons, etc.

The value of a weapon is:
masterwork cost + (total effective enhancement bonus including enchantments) ^ 2 x 2000.
Masterwork cost = normal cost + 300gp

so +1 dagger = 2,302gp, +2 dagger = 8,302gp, +3 dagger = 18,302gp, etc.
+1 holy dagger = 18,302gp (holy is a +2 equivalent), +1 merciful dagger = 8,302gp (merciful is a +1 equivalent), +2 returning dagger = 18,302gp (returning is a +1 equivalent), etc.
WhiteRaven74

05-28-07, 04:01 PM
Look up the wealth by level guidelines to see about how much treasure your PCs should be getting during the course of each level. Look up the treasure tables to see about how much treasure each monster should have. It should also have tables that let you randomly generate weapons, etc.

The value of a weapon is:
masterwork cost + (total effective enhancement bonus including enchantments) ^ 2 x 2000.
Masterwork cost = normal cost + 300gp

so +1 dagger = 2,302gp, +2 dagger = 8,302gp, +3 dagger = 18,302gp, etc.
+1 holy dagger = 18,302gp (holy is a +2 equivalent), +1 merciful dagger = 8,302gp (merciful is a +1 equivalent), +2 returning dagger = 18,302gp (returning is a +1 equivalent), etc.

That's not the problem my problem is figureing what enhancement bonus they should receive because of what I gave them.

Here is two of the weapons that, I made.

1.Solar Eclipse Template-Allows you to see 20 ft. in the dark and can be suppressed at will. Deals 1D8 Fire damage and a 50% chance of blinding the enemy 1D4 rounds(You also roll a D20 against the enemies will if beat it duration is doubled unless it's a natural 20 duration is permanent.

2.Lunar Eclipse Template-Allows you to see 20 ft. in the dark and can be suppressed at will. Deals 1D8 Cold damage and 1D4 ability damage(Roll 1D6 to determine what ability score receives the damage).

And I have four more templates.
jaelis

05-28-07, 04:38 PM
1.Solar Eclipse Template-Allows you to see 20 ft. in the dark and can be suppressed at will. Deals 1D8 Fire damage and a 50% chance of blinding the enemy 1D4 rounds(You also roll a D20 against the enemies will if beat it duration is doubled unless it's a natural 20 duration is permanent.

Assuming the "see in the dark" bit is just that the weapon glows, that is free. Make the fire damage 1d6 and use the regular +1 flaming ability. The blinding ability is simply unbalanced and not really right for the d20 system. It should be a save of some kind vs a set DC.


2.Lunar Eclipse Template-Allows you to see 20 ft. in the dark and can be suppressed at will. Deals 1D8 Cold damage and 1D4 ability damage(Roll 1D6 to determine what ability score receives the damage).

Again, make it 1d6 cold and use the frosty ability. For ability damage, you can model it off of wounding. That deals 1 pt of Con damage for a +2 bonus. Yours averages 2.5 points of damage, but the random ability roll makes it less useful. I think perhaps a +3 bonus cost would be fair.
Nathreet

05-29-07, 02:33 AM
+12,000gp for the blindness effect (no increase to effective enhancement bonus). 2000gp x 3 (caster level) x 2 (spell level) = 12,000gp. It's a DC 12 fortitude save or go blind.