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CelticSoulnado
Human
(7/1/03 12:40 pm)
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Hammerspheres! DM's Bane!
Ugh, how annoying!

The first thing that bugged me is that they didnt set off a single trap, they managed to detect them all and avoid them...except the dwarven polymorph, which he passed his save! >:

Am i the only dm thats bothered when the pcs enter a decent battle, and the first thing they do is let loose all their hammersperes and rip the enemy apart...I mean 3d6 every round is no joke, according to spiritual weapon it uses THEIR BAB which is insane, and it acts independently of them...so they get to fight along side it. I dont know, but it really bothers me...how do you guys deal with it.

For now, ive said this...on top of being useable once per day...only one may be in use at a time. It doesnt make much sense as to why they cant work simultaneously, but my players understood it was neccessary for me to keep my sanity.

So, basically...are you guys ok with them? and if not what have you done to handle it?

Andorax
Verrik
(7/1/03 12:48 pm)
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Re: Hammerspheres! DM's Bane!
The most popular rule that seems to prevail is that in order to function, a Hammersphere must be held aloft and in one's hand. Thus, it takes up a hand (no shield), and fairly effectively limits it to one at a time (unless they want to do nothing save hold two Hammerspheres up and move around).

"Whadda ya mean, Orcs get levels too?!?"

Jesse Lowe
Human
(7/1/03 4:00 pm)
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Re: Hammerspheres! DM's Bane!
Funny thing about these... I'm playing with an all-dwarven party, and they've (so far) decided to leave the spheres on the dais as a sign of respect for the former inhabitants. Go fig.

Cordo Crowfoot
Faen
(7/1/03 4:22 pm)
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Re: Hammerspheres! DM's Bane!
1) Are you using just the pure BAB of the wielder? Not with the additional STR, weapon focus bonuses, etc.?

So the spiritual hammer would have a +7 to hit if used by a level 7 fighter, etc. and only hit for 3d6, none of their STR bonuses and so on.

2) They don't threaten squares or make AoOs.

3) The wielder has to sheathe their own weapon, ME action, take out the sphere, ME action, activate the sphere, Standard action, put away the sphere, ME action, draw their weapon, ME action

That seemed to control it any abuse to me however my party sold them all so I never really played with them in play.

Infiniti2000
Verrik
(7/1/03 5:52 pm)
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ezSupporter
Re: Hammerspheres! DM's Bane!
"Are you using just the pure BAB of the wielder?"

I disagree. The hammersphere should attack with the BAB of the caster level of the item. In this case, it should be a straight +5 on attack rolls (7th caster level, spiritual weapon is a clerical spell, so that should be BAB +5). With that clarification, it becomes much more reasonable to allow as many hammerspheres as the character wishes to put into action.

madfox
Verrik
(7/1/03 11:11 pm)
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Re: Hammerspheres! DM's Bane!
I have to agree with Infiniti on this one and that is also how I treated the items. The fighting orientated PCs never even bothered using them, because they would deal more damage and block others advancing on the casters by fighting at the front. Only the rogue/sorcerer used them now and then, because the BAB of the hammerspheres was about as high as his own and more often then not it dealt just as much damage as a spell he would have otherwise casted. More often then not he missed.

On a side note, they only function once per day. Do your PCs only fight one battle per day? If so, then that is where your problem lies and not so much in the item.

Grumgarr
Giant
(7/1/03 11:55 pm)
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Re: Hammerspheres! DM's Bane!
I'm gonna chime in here too.

Definitely use the BAB of the creator for the Hammerspheres - why should a magic item get more potent with the level of the wielder?

Cleric 7 for BAB +5 is no big deal - 3d6 damage (to incorporeal foes, too) is the payoff...and it should last exactly 7 rounds.
According to the Spiritual Weapon spell spiel, changing targets is a standard action.
So one round to activate for one attack a round at +5, lasting 7 rounds. Not a game breaker, even if there are several of them. If you rule that you have to keep it in hand that limits it still further.

Rein in the power, tell your players you made a mistake, and take their uber-toys away - anything that's breaking your game needs fixed.

Grumgarr

Zagig
Giant
(7/2/03 12:26 am)
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Re: Hammerspheres! DM's Bane!
Jesse said:
Quote:
I'm playing with an all-dwarven party, and they've (so far) decided to leave the spheres on the dais as a sign of respect for the former inhabitants.

Maybe Moradin could look fondly on this party for its respect for holy ground. Some kind of bonus (and extra +1 to hit for a short time or something) or Hero Point (if you use them) seems appropriate.

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