Hey everyone. I'm working on the
Weapons Fix to upgrade it to v1.2, and would like some assistance in coming up with new ideas. Each individual weapon is getting overhauled (again) to be more competitively balanced (while my original fix did a nice job, there were still very big gaps between weapons, and exotic weapons were still not as viable as I wanted them to be).
What's causing me problems are the following:
Weapon special abilities.
Special materials.
Weapon modifications.
New augmentations.
Magical Ammunition.
"Unique" Weapons (really just a collection of premade weapons that have reduced augment slots in exchange for unusual special abilities).
New, from the top:
Rending: Extra damage on AoOs.
Ranged (Firearm): Because Paizo did a horrible job on guns. I'm going to be keeping these in line with Bows as far as rules go, although they'll have a few goodies of their own.
My current and previous players have been giving me great feedback on my Armor Modifications section of the Armor Fix (still not finished with it, but I could easily post it as-is). However, I have nothing for the weapons version of it. I wanted to make ways for players to trap their own weapons or add in special features, but all I've got for it is the Sanctified ability (taken from Dungeonscape). I truly need some ideas for this.
I currently have nothing beyond what's all ready in the PDF. Not sure if I want to expand this at all, but I would like to reprice everything so it's available earlier.
I want to design an augmentation that acts like Spellstoring and Dispelling, and I want to add in a "prismatic" augmentation (based on the Prismatic X spells). An Explosive augmentation is also something I am working on, but haven't got anything for.
I have a few ideas, but nothing concrete yet. I did want to put in a Negima reference (Time Bullets!), but I'm on the fence about it.
Basically converting the weapons in the DMG/MIC to be compatible with my augmentation system. I know it's easy to convert the basic stats, but I wanted to modify the special abilities so they acted like mini-augments (a Lifestealer Greataxe, for example, would be missing an augment slot but would have the Lifestealer special ability to compensate).
I also wanted to work on Legacy Augmentations, but I don't even have a basic fix for Legacy Items in general (and I'd want to overhaul that system before I even started on specific item types).
Any ideas?