The Divine Spell True (Weapon) now seems a little out of kilter. There are two reasons why I think this. The first is that Divine being more readily available and (re)useable I can see Humaktis running around with Great Swords with it being cast on it for a lot of combat situations. I had this situation while running Blood of Orlanth. I really like Divine magic being more usable to the average initiate, I remember in times gone by when a player would be desperate to save up his Rune Magic (now divine) points in order to qualify to become a Rune Priest only to get into a situation where they died due to having to be so miserly with Rune Magic. But an unbalanced spell can lead to problems in play.
The second is to do with how specials and criticals have changed in MRQ2. These have in some respects toned down as the can happen more often under the new Combat Manoeuvres rules. I think that True (Weapon) should also be rained in bit to reflect this (and it really is unbalancing have a PC running round doing 2D8*2 + other modifiers damage, but who can blame a player going for that option (looking at you Carl).)
I think that maybe the spell should either maximise one dice roll, like the Maximise Damage Combat Manoeuvre or the damage is rolled twice and the best is picked, sort of like the Impale. Or even depending on the nature of the weapon (thrusting, cutting, bludgeon) is should do Impale or Bleed or Stun Location Combat Manoeuvres automatically.
Just my thought as it really is distracting for players to have another that can chop down/thru anything nearly all the time while they can’t. I know as a GM I can do the same back, but that would lead to very short nuclear combats and not very dramatic after a while.
The second is to do with how specials and criticals have changed in MRQ2. These have in some respects toned down as the can happen more often under the new Combat Manoeuvres rules. I think that True (Weapon) should also be rained in bit to reflect this (and it really is unbalancing have a PC running round doing 2D8*2 + other modifiers damage, but who can blame a player going for that option (looking at you Carl).)
I think that maybe the spell should either maximise one dice roll, like the Maximise Damage Combat Manoeuvre or the damage is rolled twice and the best is picked, sort of like the Impale. Or even depending on the nature of the weapon (thrusting, cutting, bludgeon) is should do Impale or Bleed or Stun Location Combat Manoeuvres automatically.
Just my thought as it really is distracting for players to have another that can chop down/thru anything nearly all the time while they can’t. I know as a GM I can do the same back, but that would lead to very short nuclear combats and not very dramatic after a while.