Kerrick
First Post
Someone on the Brilliant Gameology boards had a really cool idea - add requirements for exotic weapons and ditch the EWP feat. I think we can all agree the feat is nigh unto worthless, and making all exotic weapons martial, but with prereqs, means that using weapon groups is much more balanced - you don't have to worry about some groups being more overpowered than others, or having to take feats to use all the weapons in a group because some are exotic.
He posted only a preliminary idea, so I adapted it and posted it there. No one's replied so far, so I thought I'd bring it over here for opinions. This is an alpha version - I know some of them could probably use a little work.
Here's what I've got:
Keep all exotic weapons as "exotic", but in this case, "exotic" means "martial weapons that have extra abilities that require additional training". Anyone who can use martial weapons can use exotic weapons, but without the prereqs, you can't use the additional benefits (or suffer a penalty when wielding it, as applicable).
So then we have...
Bastard Sword - Requirements: Str 13. Benefit: Can wield it one-handed.
Bolas: Str 13, Dex 13. Benefit: Without the prereqs, you suffer a -2 attack penalty.
Crossbow, hand: Dex 13, Int 13. Benefit: Without the prereqs, you suffer a -2 attack penalty.
Crossbow, repeating: Dex 15. Benefit: Without the prereqs, you suffer a -2 attack penalty.
Dire flail: Str 15. Benefit: You can use this weapon as a double weapon.
Dwarven Urgrosh: Dwarf and Str 13, OR Str 15. Benefit: You can use this as a double weapon (otherwise you're limited to using it as a long-handled waraxe).
Dwarven Waraxe: Dwarf, or Str 13. Benefit: Without the prereqs, you suffer a -2 attack penalty (it's an unbalanced weapon, heavy toward the head).
Gnome hooked hammer: Gnome and Dex 13 OR Str 13, Dex 13. Benefit: You can use this as a double weapon (otherwise you're limited to using the weapon as a hammer only, dealing 1d8 bludgeoning).
Kama: Shouldn't be exotic. It's nothing more than a modified sickle, with exactly the same stats. I would actually nerf the sickle's damage to 1d4, since it's not designed to be used as a weapon, and this would make the kama a better choice.
Net: Dex 13, Wis 13. Benefit: Without the prereqs, you suffer a -2 attack penalty and it takes twice as long to fold. Another weapon that shouldn't be exotic, but nets are hard to use properly - if you don't throw it right, it won't spread out and catch someone.
Nunchaku: Dex 15. Benefit: Without the prereqs, you suffer a -2 attack penalty. (I'm thinking about adding some ability to entangle/disarm; I've seen it many times in movies, where the martial artist wraps the nunchaku around a weapon or the opponent's hand/arm, but I'm not sure how to make it work in D&D terms).
Orc Double Axe: Str 15 OR Orc and Str 13. Benefit: Without the prereqs, you suffer a -2 attack penalty.
Sai: Str 13, Dex 13. Benefit: You gain the bonus to disarm attempts.
Shuriken: Shouldn't be exotic. They're thrown weapons that deal 1d2 damage - whoopdedoo. Make them martial and have done with it.
Siangham: Dex 13. Benefit: ???. I'm honestly unsure what to do with this thing, since I have no idea what a siangham IS, beyond what I can see from the picture. It looks like nothing more than a hand-held dart. Maybe it enables you to throw it as a dagger?
Spiked chain: Dex 15. Benefit: Can use the chain to make trip/entangle attacks. (I've also dropped the damage to 1d6.)
Two-bladed sword: Should not be an exotic weapon - all it is, is a staff with blades on both ends. I'd reduce the damage to 1d6 so it's not equivalent to wielding two longswords (this is actually better, since it's a double weapon and the off-end is considered light).
Whip: Dex 13. Benefit: You can make trip/entangle attacks. (The requirement is lower here because whips deal less damage.)
He posted only a preliminary idea, so I adapted it and posted it there. No one's replied so far, so I thought I'd bring it over here for opinions. This is an alpha version - I know some of them could probably use a little work.
Here's what I've got:
Keep all exotic weapons as "exotic", but in this case, "exotic" means "martial weapons that have extra abilities that require additional training". Anyone who can use martial weapons can use exotic weapons, but without the prereqs, you can't use the additional benefits (or suffer a penalty when wielding it, as applicable).
So then we have...
Bastard Sword - Requirements: Str 13. Benefit: Can wield it one-handed.
Bolas: Str 13, Dex 13. Benefit: Without the prereqs, you suffer a -2 attack penalty.
Crossbow, hand: Dex 13, Int 13. Benefit: Without the prereqs, you suffer a -2 attack penalty.
Crossbow, repeating: Dex 15. Benefit: Without the prereqs, you suffer a -2 attack penalty.
Dire flail: Str 15. Benefit: You can use this weapon as a double weapon.
Dwarven Urgrosh: Dwarf and Str 13, OR Str 15. Benefit: You can use this as a double weapon (otherwise you're limited to using it as a long-handled waraxe).
Dwarven Waraxe: Dwarf, or Str 13. Benefit: Without the prereqs, you suffer a -2 attack penalty (it's an unbalanced weapon, heavy toward the head).
Gnome hooked hammer: Gnome and Dex 13 OR Str 13, Dex 13. Benefit: You can use this as a double weapon (otherwise you're limited to using the weapon as a hammer only, dealing 1d8 bludgeoning).
Kama: Shouldn't be exotic. It's nothing more than a modified sickle, with exactly the same stats. I would actually nerf the sickle's damage to 1d4, since it's not designed to be used as a weapon, and this would make the kama a better choice.
Net: Dex 13, Wis 13. Benefit: Without the prereqs, you suffer a -2 attack penalty and it takes twice as long to fold. Another weapon that shouldn't be exotic, but nets are hard to use properly - if you don't throw it right, it won't spread out and catch someone.
Nunchaku: Dex 15. Benefit: Without the prereqs, you suffer a -2 attack penalty. (I'm thinking about adding some ability to entangle/disarm; I've seen it many times in movies, where the martial artist wraps the nunchaku around a weapon or the opponent's hand/arm, but I'm not sure how to make it work in D&D terms).
Orc Double Axe: Str 15 OR Orc and Str 13. Benefit: Without the prereqs, you suffer a -2 attack penalty.
Sai: Str 13, Dex 13. Benefit: You gain the bonus to disarm attempts.
Shuriken: Shouldn't be exotic. They're thrown weapons that deal 1d2 damage - whoopdedoo. Make them martial and have done with it.
Siangham: Dex 13. Benefit: ???. I'm honestly unsure what to do with this thing, since I have no idea what a siangham IS, beyond what I can see from the picture. It looks like nothing more than a hand-held dart. Maybe it enables you to throw it as a dagger?
Spiked chain: Dex 15. Benefit: Can use the chain to make trip/entangle attacks. (I've also dropped the damage to 1d6.)
Two-bladed sword: Should not be an exotic weapon - all it is, is a staff with blades on both ends. I'd reduce the damage to 1d6 so it's not equivalent to wielding two longswords (this is actually better, since it's a double weapon and the off-end is considered light).
Whip: Dex 13. Benefit: You can make trip/entangle attacks. (The requirement is lower here because whips deal less damage.)