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Level Up: Advanced 5th Edition (A5E)
Martial Artistry (3pp book in the works) Ideas and Concepts
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<blockquote data-quote="Steampunkette" data-source="post: 9247941" data-attributes="member: 6796468"><p>Can't sleep. Have some of the weapon thoughts keeping me awake as I consider the weapons table for Martial Artistry.</p><p></p><p>Handgun: Weapon quality for one-handed firearms to shorten that phrase. Allows you to off-hand light weapons with the dual-wield property alongside the handgun but does not confer the dual-wield property to the handgun.</p><p></p><p>Handguns have very short ranges. Like 30ft or 50ft for their normal range, and a much longer long range. Like 30/200 or 50/300.</p><p></p><p>Recoil (Xft): Weapon quality for handguns that if you brace the gun with your off-hand the normal range of the handgun increases by Xft.</p><p></p><p>Dual-Wielding handguns do 1d6 each. Normal handguns do 1d8. Large caliber handguns do 1d10. Two-handed firearms start at 1d8 and go up to 1d12.</p><p></p><p>Stopping Power: Firearm-specific property that allows you apply -10ft movement speed to a creature. Crits do -20ft. Multiple hits don't increase the debuff. Probably just large-caliber weapons get this.</p><p></p><p>Gunslinger is not written to incorporate any of these functions, specifically. And can function with A5e Adventurer's Guide firearms or Martial Artistry firearms. They'll just do more damage with the AG guns than the MA guns.</p><p></p><p>Exotic weapons come back as martial weapons. Dual-Bladed swords, spiked chains, etc. Some of them give +1 to your combat maneuver DC with specific martial traditions.</p><p></p><p>Better Whips. I know they're not "Really" weapons. Who cares. It's a game. Bad guys should be able to use whips without hitting like a kitten-fart.</p><p></p><p>13th Age style weapon upgrades. Rogues with Finesse weapons have a damage-minimum of 1d6 and maximum of 1d8. So kick up weapons by 1 die size. Daggers deal d6s, short swords deal d8s. If a d10 finesse weapon exists it still deals 1d10 even in a Rogue's hands. Just an example.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9247941, member: 6796468"] Can't sleep. Have some of the weapon thoughts keeping me awake as I consider the weapons table for Martial Artistry. Handgun: Weapon quality for one-handed firearms to shorten that phrase. Allows you to off-hand light weapons with the dual-wield property alongside the handgun but does not confer the dual-wield property to the handgun. Handguns have very short ranges. Like 30ft or 50ft for their normal range, and a much longer long range. Like 30/200 or 50/300. Recoil (Xft): Weapon quality for handguns that if you brace the gun with your off-hand the normal range of the handgun increases by Xft. Dual-Wielding handguns do 1d6 each. Normal handguns do 1d8. Large caliber handguns do 1d10. Two-handed firearms start at 1d8 and go up to 1d12. Stopping Power: Firearm-specific property that allows you apply -10ft movement speed to a creature. Crits do -20ft. Multiple hits don't increase the debuff. Probably just large-caliber weapons get this. Gunslinger is not written to incorporate any of these functions, specifically. And can function with A5e Adventurer's Guide firearms or Martial Artistry firearms. They'll just do more damage with the AG guns than the MA guns. Exotic weapons come back as martial weapons. Dual-Bladed swords, spiked chains, etc. Some of them give +1 to your combat maneuver DC with specific martial traditions. Better Whips. I know they're not "Really" weapons. Who cares. It's a game. Bad guys should be able to use whips without hitting like a kitten-fart. 13th Age style weapon upgrades. Rogues with Finesse weapons have a damage-minimum of 1d6 and maximum of 1d8. So kick up weapons by 1 die size. Daggers deal d6s, short swords deal d8s. If a d10 finesse weapon exists it still deals 1d10 even in a Rogue's hands. Just an example. [/QUOTE]
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Martial Artistry (3pp book in the works) Ideas and Concepts
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