Nope. It is a code based on dueling in hand to hand.
And remember, you can block or dodge said weapons (if your game system is sophisticated enough to include such options as active actions). The weapons strikes as per a master, so blockable/ dodgable is still tough. Go to Comment
Well if you are not playing D20, and are running games with actually parrying and dodging rules, you can count it as a skill of 20 or less (100%) with a chance to block/ dodge at your normal levels. So it will always be a succesful strike, but without always doing a full hit. But with that level of skill, overcoming the difference of the rolls does become harder. Go to Comment
The first one DOES seem a bit extreme to me too. That a person fighting with a dagger of this kind would almost always hit his target. But when you think about it, damage made with a dagger isn't so much that you can't stand it. It would be even better if the damage was half the weapons original with this kind of a hit, though.
I just have one question to ask. If you throw this kind of a dagger at your opponent wielding a sword, will it always hit?
I really like this item/ weapon. I agree that the first ability while explainable is a little excessive. Auto hitting has never been a liking to me. Now giving an greater descreased ability to defend against it may be a better option. The bigger/ heavier the weapon the harder it is to defend against the BlackHeart. While a smaller, lighter weapon may have a bonus to defend/ attack agaisnt the weilder of the BlackHeart.
I like Strolens idea of the gem showing the inner nobility/ honor of the weilder by how bright the gem glows. If a gem is dull and has no shine or glow, then you know the person weilding it will possibly show no quarter and is only out for on thing.
Interesting, but the whole 'Always Hit' idea is excessive. Simply indicating that against longer weapons, the weapon receives a significant bonus would be more general and a little less jarring. Terms such as 'Always' and 'Never' always bother me in roleplaying rules... Go to Comment
Well, if I understood it correctly, the power must be intentionally activated. But they are still dangerous to anyone around... a good item that needs a responsible user. Go to Comment
Not good for use in a town, where it would cause major problems with the City Guards due to it hurting innocent people.A PC could be given one by someone who wanted him or her to be thrown into prison.
NPC-That's a good weapon, can I see the blade?
PC draws it and it lashes out at everyone in a crowded bar. 5/5 and a HoH nomination. Go to Comment
As Manfred said, it needs to be activated. However, once activated, can it be unactivated short of resheathing it? A good item with a significant limitation. I like it.
Meh.
It's like Godzilla.
Or it's like a big, rampaging mech.
It really doesn't seem that interesting to me, and it would be purposeless, to boot, since only the most ridiculously powerful of characters would be able to even dent it's foot or what-have-you.
Captain, it is not about players being able to tackle it. Very munchkin of you to think about taking it out. If your players try, they will just expend charges or get themselves squashed flat if they are stupid enough to stand in its way. This creature also allows the GM to remind the players of how very insignificant they can be in the scheme of things.
That is why it should not have stats. (Old gamer addage, give something stats only if you want the players to fight it.) It is like fighting the weather or attacking the planet.
This is a force of nature, hurricane, a Godzilla. It is something to drive a number of plots and world events along... Evacuating the city before it gets there, hanging out in a city to prevent looters, scouting out where it might be, the reason why there is a new capital for a really old empire (it crushed the previous one), its presence might catalyze a war, it breaks down a mountain... flooding mud down the lowlands, and any number of things.
This is just a mechanism to foreshadow the power of the ancient peoples, a warning about disturbing things from that time, and a unique bit of chrome for a game world. Go to Comment
A non-munchkin way to take out DarkSteel (or at least to prevent it damaging your city) would be to dig a big hole. This could actually be used as an interesting setting for a roleplay adventure. Note, I am basing the following on your statement that:
"I could see a city have a few weeks if not more to prepare for an upcoming visit by DarkSteel" as well as the fact that you can predict the course of DarkSteel to some extent (i.e. it roughly goes in a straight line).
Suppose that in a certain year, a report comes in from the distant edges of the kingdom that DarkSteel has once again been sighted in the neighbouring country and appears to be heading this way. After a week or so it becomes clear that he is heading to the kingdom; furthermore, it appears that there is quite a high chance (30-40%) that he will go through the capital. Let's say this is about two or three weeks before he would reach the capital.
The young king is idealistic, and decides that instead of evacuating he will try and defend his glorious city. Maybe he is partly motivated by the fact that a major city in the kingdom was totally ruined by DarkSteel a couple of centuries ago. He makes plan to dig a huge trench, 50m deep, 70m wide and a mile or two long in front of the capital (Note that it only has to have a vertical side on one side - the other side can slope down (making it easier to dig): DarkSteel would then walk down, not be able to get up the 50m high barrier and then probably turn 90 degrees, walk along the trench and then comes out, but now heading in a direction that won't make him intersect the city.
The king calls in the army (5000-10000 people at least) and presses in to service much of the labour of the city (probably not too hard if he pays them - one sort of labour is as good as any other). Remember, he's idealistic so he's not going to stint at spending money: he pays to get in expert diggers and anything else he needs. He should be able to get a force of 30 000 men or so working on it or more, which would easily be enough to dig the trench (even assuming zero magical aid). It also presumes the city isn't built on hard bed-rock.
Anyway, give your PCs a role in organising this: huge numbers of people, coordinating labour, dealing with the inevitable panicking people (as some will) and dealing with the problems of people abandoning houses (which might cause crime) as you suggested. Go to Comment
Items (Melee Weapons) (Magical)
5/5! Go to Comment