Last visit was: It is currently Sun Sep 15, 2019 5:28 pm


All times are UTC - 5 hours




Post new topic Reply to topic  [ 3 posts ] 
Author Message
 Post subject: weapon rune question
PostPosted: Sun Aug 11, 2019 8:51 pm 

Joined: Sun Sep 29, 2013 4:12 pm
Posts: 1036
Most weapon runes that boost some aspect of the weapon itself (eg not Defense or similar) say "treated as a magic weapon". However, Life and Precision do not. I'm assuming this was an oversite as Life is more-or-less a Hatred (Undead) rune (which does have that clause) and Precision magically improves the chance to hit of the weapon (which is much rarer than improvements to damage and seems more magical).

Thoughts? Any official ruling on this?

_________________
Steve Wilcoxon
Ss'kethis - Expert Holy Champion of the Fire Dragon 3.1
G'hyu'thyh Sungha - Martial Templar of Illiir 1.7
Eryk Bauer - Martial Awakened 1.2


Top
Offline Profile  
 
 Post subject: Re: weapon rune question
PostPosted: Thu Aug 22, 2019 8:16 pm 

Joined: Tue Dec 29, 2015 4:42 pm
Posts: 25
Location: The Big Fort, Indiana
Tonight I was looking at rune magic in FiM:R, to create a new weapon for my PCs to find and remembered this post. Anyways....

A. It looks like if the rune is KEYED to a certain creature, it states that the weapon is a magic weapon ONLY for that keyed creature. For example, you inscribe HATRED on a sword and key it to undead, it is a magical weapon only for undead.

B. It states in the "Why Runes" Section on page 178: "by adding a rune to a non magical suit of armor or weapon of personal or historical significance, a character can create a useful MAGICAL item..."
So I would say that a rune weapon is a magical weapon, with the only odd "keyed" runes changing that up a bit.

Now I am not a staffer, someone may chime in and totally tell me I am wrong. And feel free to discuss!!!

_________________
Gnomie

AKA
A.Dustin Reid


Top
Offline Profile  
 
 Post subject: Re: weapon rune question
PostPosted: Thu Aug 22, 2019 9:50 pm 
User avatar

Joined: Wed Nov 06, 2013 7:06 am
Posts: 897
This is exactly why ARG and Arcanis 5E moved away from the D&D 'magic weapon' process. There have been whole essays on this by D&D DMs over the decades.

Runes make an item magical (and have the advantage of being removable - great for looters... errr.. adventurers.)

Note, however, that very few named magic items in FIM allow additional runes to be added (the slots are often filled by the innate magic) and stacking issues can occur.

The only time in ARG the differences matter, is for Incorporeal creatures (Errata).
Non-magical weapons = no damage
Rune weapons = 1/2 damage
'Magical' weapons that target Incorp (Spiritbane Rune and Gladius of Light) = full damage

_________________
LARG; Astra Tonsoria Ursula val¤Dellanov, Martial Former Tribune, Centurion Sword Sage II, T3.1
LA:5E; Barbara Duran-Dellanov, Former Tribune, Fighter 4
LRC:OP; Seraphina "Flowerchild" Amakiir, Skill Hero


Top
Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ]  Moderators: james.zwiers, PCI Eric, PCI_StatMonkey

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Theme created StylerBB.net & kodeki