| kaimonkey |
I know* that their is a rule that says you can't apply an ability (like flaming, bane, holy, ext.) without it also being at least a +1 weapon. Meaning that the lowest level special magic weapon you can get is 8000 instead of 2000 (big difference at low levels.)
I also know that some people house rule away that rule, so they can get an item with a special ability for 2000 gp, which is fine.
But my question is WHY are the rules like that? Is it for balance? Is it to represent that an item must be magic before it can be "very" magic? Why?
*
A weapon with a special ability must also have at least a +1 enhancement bonus
| Richard Leonhart |
I believe it is to power down some class boni.
For example arcane duelist:
If he gives a +5 to his sword, the first +1 doesn't stack one way or the other.
So it matters if you have another source that (frequently) gives the weapon a +X bonus, so it doesn't stack, otherwise you would only give flaming etc. abilities if you know you get +5 elsewhere.
This is the only thing I can think off, the other idea is that 3.5 developers had a funny-rule-monday as their clothes were always casual (assumption).
Wilhem
|
I think it's for balance issues. According to the wealth by lvl table, you would hit $2K in the middle of 2nd to 3rd lvl. A +1d6 to attack at that point might be a bit unbalanced at that point (esp in the hand of a heavy dmg dealer).
I think the best solution is to find the weapon in your loot. My friends and I have a system where you can claim an item in the loot for 1/2 it's market price. This way, you'll be able to buy a +1 flaming by lvl 5, where a +1d6 die of dmg would have an impact, but not too much.
| Cartigan |
I think it's for balance issues. According to the wealth by lvl table, you would hit $2K in the middle of 2nd to 3rd lvl. A +1d6 to attack at that point might be a bit unbalanced at that point (esp in the hand of a heavy dmg dealer).
I think the best solution is to find the weapon in your loot. My friends and I have a system where you can claim an item in the loot for 1/2 it's market price. This way, you'll be able to buy a +1 flaming by lvl 5, where a +1d6 die of dmg would have an impact, but not too much.
A Rogue is already doing 2d6, and a mage 3d6 to 2d8. Other meleers are not going to be notably improved by an extra average 3 damage. Two-handing a sword is going to net anyone with good sense a +2 damage by then. With another +2 or so from Power Attack.
| Kaisoku |
There's not much difference between +1 enhancement bonus (attack and damage), and +1d6 damage. There's slight advantages for each (against higher ACs, enhancement bonus is better, lower ACs the straight damage is better).
The problem is that to make a magical weapon, the weapon must be masterwork. Or rather, it "can" be masterwork.
Since this doesn't stack with the enhancement bonus, a +1 weapon vs a +1d6 damage is the difference between +1 bonus damage or +1d6 bonus damage (since attack bonus is equal).
If the masterwork bonus stacked with the magical enhancement bonus, then there wouldn't be an issue at all.
Armor probably follows the rule for streamlining purposes. Masterwork armor has no bonus that affects AC, and neither do the special enhancement effects. So it must be simply to follow the weapon rules.
| Dubiousnessocity |
There's not much difference between +1 enhancement bonus (attack and damage), and +1d6 damage. There's slight advantages for each (against higher ACs, enhancement bonus is better, lower ACs the straight damage is better).
The problem is that to make a magical weapon, the weapon must be masterwork. Or rather, it "can" be masterwork.
Since this doesn't stack with the enhancement bonus, a +1 weapon vs a +1d6 damage is the difference between +1 bonus damage or +1d6 bonus damage (since attack bonus is equal).If the masterwork bonus stacked with the magical enhancement bonus, then there wouldn't be an issue at all.
Armor probably follows the rule for streamlining purposes. Masterwork armor has no bonus that affects AC, and neither do the special enhancement effects. So it must be simply to follow the weapon rules.
this is sort of the point there is a effects as follows rule to the weapon building:
masterwork(+1 to hit)Magic(+1 to hit and +1 damage)
effect(+1 to hit +1 damage AND special)
the second 2 stack to a max bonus of +5
thats really simple as can be! you cant add an effect to a masterwork weapon, so you have to have a MAGIC one as its base, so you are forced to have a +1 to hit and damage on top of your effect.
| Dungeon Grrrl |
There's a discussion of this very question in Super Genius game's Loot for Less book (http://paizo.com/store/byCompany/s/superGeniusGames/pathfinderRPG/geniusGu ides/loot4Less/v5748btpy8bkc). IIRC, the answer was it's abiout game balance, but not for the +1 bonuses. It's about when you get weapons of speed, vorpal weapons, and can afford multiple energy-dealing weapons. (So a fire weapon for 2k isn't a big deal, but having a fire, shock, cold, and keen weapon all in a golf bag for 8k is unabalcned vs a +1 flaming weapon).
Anywho I think the author worked at wotC when 3.0 was first released, so I tend to take his word for why various rules were put in place.
ShadowcatX
|
I know* that their is a rule that says you can't apply an ability (like flaming, bane, holy, ext.) without it also being at least a +1 weapon.
This is true.
Meaning that the lowest level special magic weapon you can get is 8000 instead of 2000 (big difference at low levels.
This is not. A magic weapon being special comes from a DM making it special, not mechanics.