| Post/Author/DateTime | Post |
|---|---|
| Baned06-03-05, 12:20 AM | This is based off of the Dice weapon used by Setzer in Final Fantasy VI. I don't know if anyone else has statted up a dice weapon, since they are crucial tools for this game and they'd make an interesting weapon. It may need a little tweaking. The algorithm used in FFVI to calculate damage is as follows, but it's way too powerful if brought to D&D with the same equation. damage = Dice Roll 1 * Dice Roll 2 * Level * 2 I'm thinking of making it a ranged touch attack. I've decided to call the weapon "Gambler's Spirit" instead of simply "Dice", because that could get confusing in the world of D&D. Gambler's Spirit Range: 50 ft (I've never thrown dice with intent to harm, so I don't know how accurate this range is at all.) This pair of six-sided dice must be used together to function. When thrown at an enemy, they release a magical energy depending on how they land that deals (2d6 + character level) in damage. Immediately after releasing the energy, they fly back to the thrower's hand, ready for the next round. |
| Flay Crimsonwind06-03-05, 12:57 AM | 2d6 per character level makes it pretty powerful, but the range seems odd. If you can shoot a pistol for 50' and a revolver for 30', 50 for a thrown pair of dice seems odd. I'd make it 10, like bombs, maybe 15, but I wouldn't go higher than (or frankly up to) 20 ft. Love the Weapon idea though. Keep at it. Though you may want to lower damage (just my opinion). |
| Baned06-03-05, 01:22 AM | Sorry, but it's not 2d6 per level, it's 2d6 plus level. For example, a 10th level rogue would cause 2d6+10 damage. |
| Flay Crimsonwind06-11-05, 03:10 AM | My bad. Thought it sounded a bit overpowered at first. No, it's fine in my opinion. Heck, I'd use it :D |
| Baned06-11-05, 09:12 PM | I need to figure out some kind of bonus if you roll the same number on both dice, Example: two 3's. |
| CryoSilver06-11-05, 09:16 PM | How about keep the total and roll again, adding that damage, but not rerolling if you get doubles, nor adding your level again? |
| DM Zoc06-11-05, 09:22 PM | How about dealing damage based on your result on a "profession: gambler" check? There would need to be some balance to that, but I honestly think that the dice should be a wondrous item which cannot be enchanted as a weapon. I think that would make it fair (as long as they are expensive enough). |
| Bluebrush06-11-05, 09:45 PM | If you want to make it only slightly more realistic, you could make it a magic item or a bard/wizard spell with dice as a component. |
| Nephlite06-11-05, 10:34 PM | How about an exotic weapon: Light, exotic Dueling Dice: Damage 1d20, x2. Range: 10 feet. 1 pound, blunt Throwing weapon. Cost: 50 gold for 5 They are expensive but deadly weapons. |
| Nuntius12806-11-05, 10:50 PM | How about dealing damage based on your result on a "profession: gambler" check? There would need to be some balance to that, but I honestly think that the dice should be a wondrous item which cannot be enchanted as a weapon. I think that would make it fair (as long as they are expensive enough). Hey, that's a good idea. Like a new kind of Bard spell. |
| Baned06-12-05, 12:54 AM | Here's a bit of a revision, based on input from this thread and more ideas I've had. I classified it as a simple weapon, because all you're doing is throwing dice. That doesn't take much skill at all, just a little Dexterity. I'd like someone to do some real world testing with the range if you don't mind. :) I can't be held responsible for lost dice or injuries, though. It's strayed a little from the FF6 basis a little, but that's ok. Gambler's Spirit Wondrous Simple Ranged Weapon (Not subject to normal magical enhancments, such has Frost or +# enhancements.) Range: 50 ft (I've never thrown dice with intent to harm, so I don't know how accurate this range is at all.) Critical: x2 Weight: 0 lb. Type: Magical (I know, you probably thought Bludgeoning) This pair of six-sided dice must be used together to function. When thrown at an enemy, they release a magical energy depending on how they land that deals (2d6 + character level) in damage. Immediately after releasing the energy, they fly back to the thrower's hand, ready for the next round. If the dice roll the same number, you multiply the damage instead of adding. Also, roll another 1d6 to determine if you add an energy type to the attack. Apply any applicable resistances. These do not increase the damage, but rather, convert the damage to that type. Remember, negative energy heals undead, while positive will heal the non-undead enemies you're trying to hurt! 1d6 rolls 1: Normal magical energy (Magic Missile) 2: Fire-type damage (like Fireball 3: Cold-type damage (like Ray of Frost 4: Electrical-type damage (like Chain Lightning) 5: Positive Energy (like Searing Light) 6: Negative Energy (like most Necromancy spells) Here's an example of use: This 1st sample encounter will use a 10th level rogue against a Frost Giant. The rogue succeeds his Attack roll, and now rolls his damage. he gets a 3,4. So he deals 17 damage (3+4+10). Simple enough. On his next turn, he succeeds the attack roll again, and on his damage roll, he gets 5,5. Two of the same number. So his damage is 35 (5*5+10), but he needs to roll again to determine what kind of energy the attack is. He rolls a 2, Fire-type. Frost giants have a weakness to this energy type, so the damage is 35 + 50%, or 17.5. This Frost Giant takes 52 fire damage, unless he has some sort of magical immunity (like Protection from Energy, Fire), but you get the idea. Now the next sample, the same rogue against mohrg. The rogue makes the attack rolls, succeeds, and on damage, rolls 3,3. Doubles again. 19 damage, and now for the energy. A roll of 5, Negative Energy. Uh-oh, you just healed it by 19 damage. |