actually the net result of that was the opposite.. the only thing that mattered on a weapon was "crit range and multiplier." basically back down to rapiers, kukri, and maybe hammer/axe. the fact that i.e. a kukri would do a few % less max damage than a [censored] sword (which requires a feat to get) and yet land crits massively more often killed just about all other weapons.Shhhhhhh wrote:I dont know if something like this is already in, but i remember back in Ns 3.5 you eventually could pick a weapon from a long list if you did some quest or brought some specific items.
All weapons had the same extra bonuses, which meant that you could play and focus in one of the more rare weapons too and still end up with a good weapon in the end.
the suggestion i had for this (which would unfortunately require an item wipe at least) was to make all the bonus damage on magical weapons use the same dice as the base damage. so hi end kukri would be 1d4 + 3d4 fire for example, but a hi end [censored] sword would do 1d10 +3d10 fire.
thus you keep the damage in line with the original balance and the "other" weapons have a natural advantage/tradeoff.