![]() Proficiency is pretty controllable by the system (good for adventure expectations) and quality has a relatively small range (also good for adventure expectations). You can have that flaming ranseur as soon as you want, because it's not directly hindering your ability to keep up with where the system expects you to be.Īnd let item quality and proficiency (and possibly some runes like furious or something) be the only things that affect your to-hit rolls. But, now that the damage dice are taken care of, your magic weapon potency budget can go exclusively to runes that do interesting things. But in this new paradigm, all that does is allow the weapon to interact with resistances and weaknesses keyed off magic, and allow it to affect incorporeal creatures. I still think the baseline should be the good ol' magic weapon. So now that the dice are accounted for (and in a much more predictable way than item availability, which is a boon for adventure designers), that brings us back to magic weapons. A level 10 fighter with a longbow would deal 1d8+2d10, and that raging barbarian with the greataxe does a whopping 3d12 at the same level. So a level 10 wizard with a staff deals 1d4+2d6, while a level 10 cleric of shelyn might deal 3d8. So what if when you get your ability boosts, you also get an additional damage die? And what if that wasn't a weapon damage die, but a class damage die? Base it on your class HP (what used to be hit dice). But this is a new edition! A solution still has a chance to get in on the ground floor and be part of the system expectations.Īnd this system already has baked in places where a character just spurts in power level in esoteric ways. It was an interesting idea that I never used because I run a lot of published adventures (I dearly love every Paizo adventure path that I've read, run or played in) and, while I'm not averse to changing things to suit my play style or my group composition, going through all of the treasure all of the time was just a bridge too far in the tedium department. I think we can do better.Īnd then I start to think about automatic bonus progression. PF2 makes getting and adding other runes a bit more reasonable, but there's still that idea of +X is priority 1 - everything else is a luxury. In PF1 this meant that so many other enchantments were obsolete. I've been thinking a lot lately about the discussion surrounding the way magic weapons work in 2E, system expectations, and the unchained automatic bonus progression.Īt first I loved the idea of magic weapons adding whole dice! It sounds awesome at first, but the concern that others have raised that it really enforces the idea of maxing out your +X weapon to the best it can be, because the system expects you to have so many dice at a given level.
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