GMW and Magic Vestment changes

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Griefmaker
Posts: 896
Joined: Mon Sep 08, 2014 8:33 pm
Location: California

GMW and Magic Vestment changes

Post by Griefmaker »

This actually comes about from an IG discussion one of my characters had with another about why the gods would actually allow mortals to have weapons bestowed upon them that are sometimes more powerful than what the gods themselves wield. And why the gods would not allow such, especially since some used to be mortals who vanquished gods already and might fear that possibility. Plus, none would wish to have mortals given the ability to challenge them and potentially slay them.

Suggestion #1:

GMW and Magic Vestment max out at +3 enhancement.

Rationale

IG reasons being as mentioned above about the gods being wary about allowing mortals weapons potentially as powerful as their own. OOCly they would still be equivalent to Damask and Adamantine, which are pretty much top tier weapons and armor and granted by low-level spells. Magic vestment especially, since they can be cast on already enhanced gear.

Suggestion #2:

Lower the duration of both GMW and Magic Vestment to turns per level/2.

Rationale

These still have the potential to be very powerful, but no longer something to be cast and forgotten about, especially since both spells are unable to be dispelled. Instead they become another powerful tool by mages/clerics/bards/paladins to have in their repertoire for when needed. Such as before big encounters, PvP, etc. It will make their use more strategic. Also, it will force such magnificent power to come at another cost, time spent casting. If there is a sudden need for power, having to spend several rounds to become godlike and able to pierce most defenses seems an appropriate cost. This has more benefit for PvP, than PvM, since all know where bosses are. But no one knows when a sudden ambush will come.

A second benefit Lorkas and I talked about is how Favoured Soul and Weavemasters would become a little more powerful by being able to always have +5 weapons on hand once they are a high enough level. A nice little boon for both classes.

Suggestion #3:

Make the progression of the enhancement more like what the fighters have. So level 5 = +1 enhancement, level 10 = +2...level 25 = +5 enhancement.

Rationale

The gods may be willing to bestow amazing powers, but only to the most devout of their followers or those who have mastered the arcane (assuming Mystra's influence in the Weave). For OOC reasons, it would still have these spells be incredibly powerful, but their full potential is delayed. Basically it helps to keep the playing field a bit more level for all in the early-middle stages.
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