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Old 10-31-2013, 03:42 AM   #33
Dinadon
 
Join Date: Aug 2007
Default Re: Pyramid #3/60: Dungeon Fantasy III

Quote:
Originally Posted by Kuroshima View Post
Weapons and armor of pure magic were a neat idea too. Given how dependent mystic knights are of their weapons and armor, giving them a last ditch option is something I felt they needed. Also, together with the soul imbuements, they show how to use powers to simulate enchanted gear.
I'm having a little trouble understanding some of the design decisions for these. The Mystic Knight's Imbue comes with the Magical limitation, meaning you spend [9], [18], or [36] for levels 1,2, or 3. Yet the Maul and Axe both cost [19], Armor level 1 costs [10] and level 2 costs [20], and the cost for Weapon and Shield (in any combination) comes to [37]. All of these are too expensive to be Alternatives to Imbue without switching Imbue itself to be an alternate, but this would require more points than is listed for the purchase cost.

The other thing is the Halberd. The purchase cost indicates that the crushing and cutting attacks are separate Alternatives. Doesn't this mean that you can't use both the crushing and cutting attack in the same turn? Most pole-arms aren't that restrictive.
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