Talk:Lifesteal (3.5e Equipment)

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Revision as of 10:52, 8 May 2017 by Sulacu (talk | contribs)
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Calculation

Fiddly percentages don't really work well for things that are not computers. This has been a thing with a lot of your recent stuff, and it's between problematic and will never be used because people don't want to interrupt every one of their attacks to figure out percentages. --Undead_Knave (talk) 20:17, 7 May 2017 (MDT)

I understand that and it's been mentioned. I've been working on altering much of it, except the percentage chances for things to happen, which would just be a d% or 2d10 rolled when you roll your damage roll, just like a lot of people roll their attack and damage rolls at the same time. As it's actually adapted from a video game, it's a work in progress, as you can see. Please be patient, but know that this particular page is, in all reality, functioning properly. Lifesteal chance was an integral part of the original concept and one that works in either application, since rolling a percentage chance is either than calculation percentages of damage. Zhenra-Khal (talk) 22:08, 7 May 2017 (MDT)
Right, but rolling extra dice slows the game down, and rolling things that have virtually no chance of success (a 1 in 50 chance is effectively nothing, you'll maybe get a couple heals over the course of a long term campaign). Quite frankly, if I had a weapon that had a 2% chance to heal me every time I attacked with it, I would basically forget about it every time. As it is, this isn't really worth it, because by the point that the percentage is anything nearing appreciable your weapon is hella expensive and magically powerful or whatever, but does literally nothing except maybe rarely heal you question mark but probably not. I really can't think of a good build to use this, because a heavy hitter will basically never have it activate, and a TWFer will need to get it twice, and probably won't be healing much with it, so it's much less attractive. I think it needs to be reworked. I would advise using the base material as an inspiration rather than trying to emulate it as closely as possible. If you want some suggestions for how to rework it, I'd be willing to help some, but as it stands, I really think this is...problematic. --Undead_Knave (talk) 01:08, 8 May 2017 (MDT)
As a potential fix, why not let every successful attack heal an amount of hit points equal to the weapon's base enhancement bonus? In that way, a +1 dagger of lifesteal would heal 1 hp per successful attack, and a +5 dagger of lifesteal would heal 5 hp per successful attack. You avoid fiddly percentages and optimized damage dealers don't get rewarded for their massive damage output. --Sulacu (talk) 04:52, 8 May 2017 (MDT)