
Hawkmoon269 |

Bohemond1 wrote:Why the discrepancy between the two weapons? It seems like the reveal and discard effect on the shock longbow should be reversed to bring it into line with other longbows. The addition of the Icy trait doesn't change the basic functionality of a longspear, so I am confused why shock does such strange things to long bow.Philosophically:
In design, sometimes it's not just an additive process. Our "longbow" power (not a trait, importantly) is "uses a bonus Strength die," but it moves around from card to card. You might see magic longbows that use the Strength die in the reveal power too. It's possible you might see one that adds the Strength die in both the reveal power and the discard power.Templates should not be considered blanket orders that we impose without thinking. Instead, they should be design guideposts that help make interesting cards.
Just my opinion, anyway.
Mike

Hawkmoon269 |

Bohemond1 wrote:Finally, I realize that magic items can work differently from their mundane counterparts. However, D&D, particularly 3.x and pathfinder, differentiates between named items "Hanks Longbow" which often have unique rules, and magic items that attach certain traits, like a +1 shock longbow, which functions like a normal longbow, but adds the "+1" and "shock" enhancements.I'm afraid that you're either bringing too many assumptions about D&D/Pathfinder to the game, or too few - which is why we really suggest that you read the cards, rather than trying to rebuild them in your head from the parts that you see and the other games that you've played. In building the PACG, we're guided by Pathfinder, but not constrained by it (a discussion that Mike and I have on a more or less daily basis :)).
The specific answer to this specific question: the Longbow is a composite longbow, while the Shock Longbow +1 isn't. We removed the word `Composite' from the name because it confused more people than it helped, and it made some of the names uncomfortably long.
One key part of the `energy weapons' is that I wanted most of them to be useable - as their underlying weapons - against creatures that are immune to their matching energy. This added some complexity that we managed by removing the `composite' part. This made the higher-level bows slightly better for Dexterity&Ranged characters than for Strength characters, and that matched the story of Rise of the Runelords better than the other way.
Thanks for playing!