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Old May 3, 2019, 17:54   #41
Destragon
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Join Date: May 2019
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Hey, I'm still very much a newbie at Sil, so my opinions here aren't backed up by a lot of experience, but I like the game a lot so far and would like to post some suggestions anyway.

I saw that scepters are getting removed in version 1.4.2 probably because they don't have much of a purpose as weapons, but I think there might actually still be a niche for them. They could still be useful for their effects or as stat boost items for pacifists or for fighters as a replacement to a shield. Maybe they should not even count as weapons at all and be equiped straight like a shield (although hardcore pacifists might still want to combine them with one). They'd essentially be jewelry, but for a hand slot, and that's why I'd also think of moving them from the weapon smithing ability to the jewelry smithing one. That would mean that pacifist players could take up jewelry smithing to get a stat boosting scepter for their hand slot. Maybe crowns could also be swapped to the jewelry smithing ability? I don't know if that would make the ability too strong though.
I just like the idea of some wizard like character carrying a scepter of power in their off-hand, like Gandalf in the movies, to boost their song magic power.

Doesn't the Song of Staunching have a very similar effect to the removed Song of Este? Why don't you just reuse the old name then?

The description of the Puncture ability is "Whenever an enemy's armour roll exceeds your archery damage roll, the enemy armour roll is reduced to zero, and you deal the enemy three damage."
The "enemy armour roll is reduced to zero" part makes it sound like you will deal your full normal damage + 3 additional damage, but that's not what it actually does, is it? I'm assuming it's only supposed to deal the 3 damage and your actual damage roll is ignored? In that case, that part should be removed from the text.

The Accurate weapon trait lets you reroll missed attacks. I haven't been mathing in a while, so I find it a bit difficult to compare this bonus to the normal accuracy boni that weapons normally have. In an attack where your hit bonus is equal to the enemy evade bonus, this reroll increases your hit chance by about as much as a hit bonus of +5 or +6, right? Is there a particular reason why this trait uses rerolls instead of just adding +5 or so hit bonus to the weapon?

The new Hand Axe does 5d1 damage. This might just be me, but doesn't a damage stat with a high amount of dice and a low amount of sides fit better to a blunt weapon? Like the war hammer with its very similar 4d1. It means the weapon is bad for sneak attacks and gets substantially more powerful the stronger the wielder is. Sounds to me like it wouldn't have much of an edge. An axe, I think, fits better with a more even ratio of numbers. Maybe a club or mace would be better flavor for this 1lb 5d1 weapon type?
Anyway, that's just my personal interpretation.
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