huttj509
2010-03-19, 05:07 PM
So one of my players wants to be able to get some HP back when he hits. There already exists a dragon magazine +2 cost enchantment that does 1d4 damage vs living creatures, heals the same amount, but has a fort save to avoid the extra damage and the healing it gives.
Mod 1: I approved that enchantment with a modification of removing the fort save, as that seemed to nerf it hard. Though at this cost (18,000 gold for a +1 vampiric) it's prohibitive for a while.
Mod 2: At the suggestion of the player, I'm trying to think of something that would be a +1 modifier cost. Would be no extra damage, but do some healing. Two thoughts on this:
1dX healing per hit. X may be 4, maybe 3, as 4 would make the vampiric just give the 1d4 damage for another +1.
X healing per hit, where X is equal to the weapon's inherent enhancement bonus. This means a +1 'healing' weapon would heal 1 damage, +3 would heal 3 damage, etc. The inherent caveat is so that the extra healing gets reflected in the cost, and you don't just have a friendly neighborhood magic weapon spell to boost it.
I'm tending towards the second, as while a +3 'healing' weapon would heal more (3/hit) than a +2 vampiric (2.5/hit) for the same cost, the vampiric weapon gets 2.5 more avg damage per hit. In attition, it emphasizes spending gold on +x weapons rather than stacking thinks like +1 holy corrosive flaming rapier.
Mod 1: I approved that enchantment with a modification of removing the fort save, as that seemed to nerf it hard. Though at this cost (18,000 gold for a +1 vampiric) it's prohibitive for a while.
Mod 2: At the suggestion of the player, I'm trying to think of something that would be a +1 modifier cost. Would be no extra damage, but do some healing. Two thoughts on this:
1dX healing per hit. X may be 4, maybe 3, as 4 would make the vampiric just give the 1d4 damage for another +1.
X healing per hit, where X is equal to the weapon's inherent enhancement bonus. This means a +1 'healing' weapon would heal 1 damage, +3 would heal 3 damage, etc. The inherent caveat is so that the extra healing gets reflected in the cost, and you don't just have a friendly neighborhood magic weapon spell to boost it.
I'm tending towards the second, as while a +3 'healing' weapon would heal more (3/hit) than a +2 vampiric (2.5/hit) for the same cost, the vampiric weapon gets 2.5 more avg damage per hit. In attition, it emphasizes spending gold on +x weapons rather than stacking thinks like +1 holy corrosive flaming rapier.