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Enchanted with old druidic magic, this sickle glows softly in the moonlight. You feel a cool stillness within as you hold it.

I've not done many sickles, and they always seem to be overshadowed by daggers. So here's a quintessentially Druidic sickle for your sick sickle needs.

I also like the idea of weapons having a 'Critical-hit' ability, what do you think? Is it a good mechanic?

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The Great Heathen King

I do see potential in critical-hit abilities as you can use it to give low level players weapons with amazing abilities, while also preventing them overusing that ability as it can only be used when they get critical hits. But there are things you need to consider. Firstly is that if I find a weapon that can do the same as my magical weapon with the critical hit power, but I don't need a critical hit to use those powers with the new weapon, I likely will pick the weapon without the critical hit requirement. So a weapon with a critical-hit power either needs an amazing critical-hit power or a secondary ability that makes the weapon still useful when I am not landing critical hits. This is where you did really well with the sickle, even if I found a weapon that can heal without the critical-hit requirement I might still keep it around for fiends as it does 4-13 damage to fiends. Secondly is this. I find it really interesting that you made this weapon a sickle, as it is a short one handed weapon. If this was a spear I would switch it out the moment I found something better and the spear wore out it's usefulness, but since it's a small one handed weapon I can just dual wield it. So even if I found a better magical scimitar for example I would probably just dual wield the scimitar and the sickle. This sickle is very situational, it's only good against fiends or when you get critical hits. Otherwise it's a 1d4+1 weapon, which is not alot. But since I can dual wield this sickle it doesn't need to always be amazing as my other weapon picks up the slack. So maybe when you make magical weapons with Critical-Hit powers you make them smaller weapons that can be more easily dual wielded like clubs, daggers, hand-axes, light hammers, sickles or short swords.

Simon Traynor

This is SOOOO great! I like the idea of the crit-hit ability, especially this ability since it isn't just adding more damage on top of the crit. Can't wait to try it out in game!

mrjamesgifford

Glad you like it! for sure, I think critical-hit abilities that provide some effect other than damage are great. The best ones are perhaps enchantment or crowd control effects!

mrjamesgifford

Sorry for the delayed reply, thanks for the feedback! For sure, i think if an aspect of a custom weapon is underwhelming or lackluster, it's good to add more interest it (favoured enemies, additional "specific" effects). Sometimes I create items which are always useful, other times i think it's good to have items which the players 'grow out of' - swapping them out for something else can be fun and gives the players the choice of how their characters grow.