jaz0nj4ckal
SOC-12
Folks:
I am designing something of an old school Dr. Who (1970 – 1985) scenario, which will call for a few magical melee weapons to keep the environment feel. Due to the latter, I am having a hard time deciding on how I should approach magical weapons.
Most of my experience with magical weapons comes from my years of playing AD&D 2nd edition; however, a +1 weapon in Classic Traveller could cause some issues - and I will not even think about introducing a +4 weapon.
So – I am thinking of taking a different route – I will have a few creatures that only take damage from particular types of metals.
However, if I did want to give bonuses to hit and/or damage – what should be a max cap on the bonuses and penalties? A few ideas I have now are changing the weight and damage output to a larger weapon – for example: dagger/knife could do sword damage, but have the stat restrictions of a dagger/knife.
Looking for some ideas on how to handle this idea...
Thanks
I am designing something of an old school Dr. Who (1970 – 1985) scenario, which will call for a few magical melee weapons to keep the environment feel. Due to the latter, I am having a hard time deciding on how I should approach magical weapons.
Most of my experience with magical weapons comes from my years of playing AD&D 2nd edition; however, a +1 weapon in Classic Traveller could cause some issues - and I will not even think about introducing a +4 weapon.
So – I am thinking of taking a different route – I will have a few creatures that only take damage from particular types of metals.
However, if I did want to give bonuses to hit and/or damage – what should be a max cap on the bonuses and penalties? A few ideas I have now are changing the weight and damage output to a larger weapon – for example: dagger/knife could do sword damage, but have the stat restrictions of a dagger/knife.
Looking for some ideas on how to handle this idea...
Thanks