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<blockquote data-quote="Thurmas" data-source="post: 6955022" data-attributes="member: 6866167"><p>I've always thought there could be two separate, better options or changes, or maybe a combination of the two. </p><p></p><p>First option, I am not a fan of the weapon table for a few things. I think the differences for the Simple vs Martial weapons should just be a single die category. I think this has a few benefits. The biggest one, for me at least, is I think that it would let people choose weapons based on character image, not on what does the most damage. I hear more times then I can count people say, "I really want to use a Great Axe, but the Great Sword is better damage." If everything falls into a category with similar weapons, people choose on what they see their characters using in their head instead of what's going to put out max damage, at least compared to similar other weapons in that category. </p><p></p><p>In addition to the changes below, I would change Two Weapon Fighting to only the off hand weapon has to be Light, with the Two Weapon Fighting feat removing the Light requirement for the offhand. This lets a player fight with a Main Hand regular weapon and offhand a light weapon, something I don't think is unreasonable. No different then using a shield. It takes added training (feat) to fight with two full sized weapons. </p><p></p><p>Simple:</p><p>One handed w/ Light & Finesse) - 1d4 (Club, Dagger, Sickle)</p><p>One handed w/ Finesse - 1d6 (Hand Axe, Javelin, Light Hammer)</p><p>One handed w/ Versatile - 1d6/1d8 (Quarter Staff, Mace, Spear)</p><p>Two Handed w/ Reach - 1d8 (None Yet)</p><p>Two Handed - 1d10 (Great Club)</p><p></p><p>Martial </p><p>One handed w/ Light & Finesse) - 1d6 (Short Sword)</p><p>One handed w. Finesse - 1d8 (Rapier, Scimitar)</p><p>One handed w/ Versatile - 1d8/1d10 (Battle Axe, Long Sword, Flail, Warhammer, War Pick, Trident, Morning Star)</p><p>Two Handed w/ Reach - 1d10 (Glaive, Halberd, Pike)</p><p>Two Handed - 1d12 (Maul, Great Axe, Great Sword)</p><p></p><p>There's room for specialty type of weapons that are unique, like the whip or Lance that wouldn't fit into the general mold. As a general rule though, everything should find a way to fit into this outline. I also recognize that Thrown weapons would make some weapons slightly better then others, but I don't really know how else to balance that. I'd also had a Martial Spear to the table in the Versatile category. </p><p></p><p>Second option, simply make your Str bonus relate to +Damage and your Dex bonus relate to +Hit for everything. If gives Str some added value so that Dex isn't the God stat. This is independent of if you use the weapons table I posted above. If you combined the two, the finesse part would go away and you're rearrange things a bit.</p></blockquote><p></p>
[QUOTE="Thurmas, post: 6955022, member: 6866167"] I've always thought there could be two separate, better options or changes, or maybe a combination of the two. First option, I am not a fan of the weapon table for a few things. I think the differences for the Simple vs Martial weapons should just be a single die category. I think this has a few benefits. The biggest one, for me at least, is I think that it would let people choose weapons based on character image, not on what does the most damage. I hear more times then I can count people say, "I really want to use a Great Axe, but the Great Sword is better damage." If everything falls into a category with similar weapons, people choose on what they see their characters using in their head instead of what's going to put out max damage, at least compared to similar other weapons in that category. In addition to the changes below, I would change Two Weapon Fighting to only the off hand weapon has to be Light, with the Two Weapon Fighting feat removing the Light requirement for the offhand. This lets a player fight with a Main Hand regular weapon and offhand a light weapon, something I don't think is unreasonable. No different then using a shield. It takes added training (feat) to fight with two full sized weapons. Simple: One handed w/ Light & Finesse) - 1d4 (Club, Dagger, Sickle) One handed w/ Finesse - 1d6 (Hand Axe, Javelin, Light Hammer) One handed w/ Versatile - 1d6/1d8 (Quarter Staff, Mace, Spear) Two Handed w/ Reach - 1d8 (None Yet) Two Handed - 1d10 (Great Club) Martial One handed w/ Light & Finesse) - 1d6 (Short Sword) One handed w. Finesse - 1d8 (Rapier, Scimitar) One handed w/ Versatile - 1d8/1d10 (Battle Axe, Long Sword, Flail, Warhammer, War Pick, Trident, Morning Star) Two Handed w/ Reach - 1d10 (Glaive, Halberd, Pike) Two Handed - 1d12 (Maul, Great Axe, Great Sword) There's room for specialty type of weapons that are unique, like the whip or Lance that wouldn't fit into the general mold. As a general rule though, everything should find a way to fit into this outline. I also recognize that Thrown weapons would make some weapons slightly better then others, but I don't really know how else to balance that. I'd also had a Martial Spear to the table in the Versatile category. Second option, simply make your Str bonus relate to +Damage and your Dex bonus relate to +Hit for everything. If gives Str some added value so that Dex isn't the God stat. This is independent of if you use the weapons table I posted above. If you combined the two, the finesse part would go away and you're rearrange things a bit. [/QUOTE]
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