What should the crit. mod. of a scythe be?
What should the crit. mod. of a scythe be?
Well, I thought we could show the dms and devs what the player base thinks. Although I'm sure they won't particularly take us under consideration. We're the wheat and they are the scythe after all
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Re: What should the crit. mod. of a scythe be?
x3.5?
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Re: What should the crit. mod. of a scythe be?
I'm not sure if the x4 crit modifier is really the issue. Scythes also get dual damage types and there's a +8 scythe comparatively easy to get. There's just no other two-handed weapon that can compare. Reducing the crit mod would certainly make it weaker and really hurt the thousands of scythe fighter/wm/whatever builds out there, but even at x3 I would still expect scythe to be very popular for the +8 weapon and the double damage types. x3 is still a good crit mod and better than 70% of the other weapons in the game.
I've never built a scythe focused char, so I voted "I don't know" because it doesn't affect me, but I'm sure lots of people will vote against the change to "protect" their scythe fighter.
I've never built a scythe focused char, so I voted "I don't know" because it doesn't affect me, but I'm sure lots of people will vote against the change to "protect" their scythe fighter.
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Re: What should the crit. mod. of a scythe be?
I vote x4 because otherwise its basically the same as halberd. For a 2h exotic weapon, it should bring more. If you can't spare 1 feat for +x1, then you don't need it :p. BTW, if Vamp shape didn't suck I'd be using that heavy flail. BUT IT SUCKS. Just my 2gp :p
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.
Re: What should the crit. mod. of a scythe be?
Yes, a good argument, then again we could just increase the basic dmg compared to halberd and put x3 on it. x4 imo is just too much.

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Re: What should the crit. mod. of a scythe be?
I think it should have a +1vs grass as its a farming tool not a weapon.
As for criting may be leave that as is and make it just a single damage type, so you can go halberd and get double damage or scythe for big crits?
As for criting may be leave that as is and make it just a single damage type, so you can go halberd and get double damage or scythe for big crits?
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cRaZy8or5e
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Re: What should the crit. mod. of a scythe be?
Either make the White Lord much tougher, OR take away White Scythe +8 enhancement bonus, I think +7 would be good for it.
However, the pure fact that you have to take exotic to be able to use it is why it should keep the x4 crit mod. Otherwise you've reduced it to the same as a Halberd, which doesn't require an extra feat (for any class that gets martial proficiency).
However, the pure fact that you have to take exotic to be able to use it is why it should keep the x4 crit mod. Otherwise you've reduced it to the same as a Halberd, which doesn't require an extra feat (for any class that gets martial proficiency).
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Re: What should the crit. mod. of a scythe be?
IMO all 2 handed wepons should be brought up a notch. Shields are wery powerfull in this mod due to dmg reduction, and a toon carrying the right gear will slice of 25% +20 points of all damage delt to him. My real wote is to make all 2 handed weps 19-20 x3, and let the scythe keep x4 since it costs an extra feat to get.
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Chernobyl_Glow
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Re: What should the crit. mod. of a scythe be?
scythe is too obvious as the "only" choice for a two handed weapon user and that to me is boring. however, i don't support a change. nothing is really broken now but a change would leave a lot of people saying, "ok i'm not exactly useless, but i would have chosen something different had i known ahead of time." so basically a change that would just bring a bunch of disappointment.
a better option is to make some of the other weapons better. Now that G1 is a mad man. make that 2hander a little more usable. Or things like Katana, that is totally worthless. I could see the logic of there being a x4 exotic str based one handed weapon...
just my opinion.
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a better option is to make some of the other weapons better. Now that G1 is a mad man. make that 2hander a little more usable. Or things like Katana, that is totally worthless. I could see the logic of there being a x4 exotic str based one handed weapon...
just my opinion.
- glow -
Re: What should the crit. mod. of a scythe be?
leave the scythe alone, give us some other weapons to choose. how bout some +7 or 8 heavy flails? or great swords that can do real damage.
Re: What should the crit. mod. of a scythe be?
The scythe should be dropped to +6 max, and other two handed weapons that do not allow multiple attacks could be bumped up to +7 and +8. This would remove the scythe's role as the "only weapon of choice."

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Re: What should the crit. mod. of a scythe be?
G1's greatsword can't do real damage? I've watched some folks use them to very good effect
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DM Sun Tzu
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Re: What should the crit. mod. of a scythe be?
To do it right, a scythe should have a lowered AB. They are an awkward tool to use for fighting. When they do hit the potential for a lot of damage is either fairly low or very high. A scythe swinging to the left can cause a lot of damage, swinging to the right will do very little, and it will be bludgeoning vice slashing. So a lowered AB, a small base damage with a large crit range with x4-x8 damage is what really makes sense.
Of course, this is a realistic view and not a fictional one.

Of course, this is a realistic view and not a fictional one.
DM Sun Tzu
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"to subjugate the enemy's army without doing battle is the highest of excellence."
Re: What should the crit. mod. of a scythe be?
+7-+8 heavy flails would be pretty cool.
Also, if you go for realism, then dagger should be 17-20, with x3 damage lol.
I just wish there were falchions, so that we could 2h rapiers on HOgres.
Also, if you go for realism, then dagger should be 17-20, with x3 damage lol.
I just wish there were falchions, so that we could 2h rapiers on HOgres.
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.
