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Old 02-21-2007, 06:53 AM   #9
nwnrogue
Elite Waterdeep Guard
 

Join Date: January 25, 2007
Location: UK
Age: 55
Posts: 34
To absolutely clarify what I'm talking about, some numbers. I think that these should really be the absolute max and the bosses's AC tailored to what people can hit with them:

+9 scythe
+9 greatsword or dire mace
+10 longsword or battleaxe
+6 rapier or kukri (+12 to hit)
+7 dagger (+15 to hit)
+7 whip (+13 to hit)

Note that this ignores the issue of elemental damage completely - I don't have much to say on this except that there should always be at least some mobs with immunity or reduction to some type of elemental damage, and that a weapon shouldn't deal out more than one type of elemental damage. Also, giving "magical" damage shouldn't be allowed as it really reduces the value of using spells and/or magic items. There should be mobs that you just can't easily damage with weapons! This would help magic using classes to find a role and also mean that you might have to think a bit about how to take down a mob instead of always just beating them to a pulp.
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