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[Grim Tales] Weapon groups in Grim Tales?
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<blockquote data-quote="Flynn" data-source="post: 2513747" data-attributes="member: 1836"><p>Good morning, All,</p><p></p><p>I have a question regarding the use of Weapon Group proficiencies with Grim Tales. I'd like to use Weapon Group proficiencies similar to those from Unearthed Arcana or Traveller T20 instead of the standard Simple, Martial and Exotic weapon proficiencies. I've used them before in both T20 and my regular D&D game, and I haven't seen a negative impact. (I like the flavor they add, actually.)</p><p></p><p>First, do you think this would be unbalancing?</p><p></p><p>Second, how would you grant default weapon groups by class?</p><p></p><p>My thoughts on the second question are as follows: If a class only has access to Simple weapons only, then I would allow them to have Basic weapons, plus any one other Weapon Group. If a class has access to Simple and one Martial weapon, then I'd allow them Basic weapons plus any two other Weapon Groups. If they had access to all Martial weapons, then I'd allow them Basic weapons plus any three other Weapon Groups.</p><p></p><p>The weapon groups I'm currently considering are:</p><p></p><p>From Unearthed Arcana:</p><p>Axes</p><p>Basic Weapons</p><p>Bows</p><p>Close Combat (formerly Claw weapons, with shield and armor spikes thrown in)</p><p>Crossbows</p><p>Exotic Double Weapon</p><p>Exotic Weapon</p><p>Flail and Chains</p><p>Heavy Blades</p><p>Light Blades</p><p>Maces and Clubs</p><p>Martial Arts Weapons (formerly Monk weapons)</p><p>Picks and Hammers</p><p>Polearms</p><p>Slings and Thrown Weapons</p><p>Spears and Lances</p><p></p><p>Inspired by T20:</p><p>Blackpowder Weapons</p><p>Personal Firearms</p><p>Seige/Field Artillery Weapons</p><p>Energy Weapons</p><p>Combat Rifleman</p><p>Ship's Weapons</p><p></p><p>I may collapse some of them into one another, but haven't decided yet. What do you think?</p><p></p><p>Thanks for your input,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 2513747, member: 1836"] Good morning, All, I have a question regarding the use of Weapon Group proficiencies with Grim Tales. I'd like to use Weapon Group proficiencies similar to those from Unearthed Arcana or Traveller T20 instead of the standard Simple, Martial and Exotic weapon proficiencies. I've used them before in both T20 and my regular D&D game, and I haven't seen a negative impact. (I like the flavor they add, actually.) First, do you think this would be unbalancing? Second, how would you grant default weapon groups by class? My thoughts on the second question are as follows: If a class only has access to Simple weapons only, then I would allow them to have Basic weapons, plus any one other Weapon Group. If a class has access to Simple and one Martial weapon, then I'd allow them Basic weapons plus any two other Weapon Groups. If they had access to all Martial weapons, then I'd allow them Basic weapons plus any three other Weapon Groups. The weapon groups I'm currently considering are: From Unearthed Arcana: Axes Basic Weapons Bows Close Combat (formerly Claw weapons, with shield and armor spikes thrown in) Crossbows Exotic Double Weapon Exotic Weapon Flail and Chains Heavy Blades Light Blades Maces and Clubs Martial Arts Weapons (formerly Monk weapons) Picks and Hammers Polearms Slings and Thrown Weapons Spears and Lances Inspired by T20: Blackpowder Weapons Personal Firearms Seige/Field Artillery Weapons Energy Weapons Combat Rifleman Ship's Weapons I may collapse some of them into one another, but haven't decided yet. What do you think? Thanks for your input, Flynn [/QUOTE]
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[Grim Tales] Weapon groups in Grim Tales?
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