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The Society of 3.5 Revisionists
Rebalancing exotic weapons
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<blockquote data-quote="Kerrick" data-source="post: 4789176" data-attributes="member: 4722"><p>There's noting wrong with double weapons; the staff is a time-honored and very effective weapon. Spiked chains aren't so bad if you drop the damage, IMO. They're really effective for only one build (the trip-monkey).</p><p></p><p></p><p>Because... it's small and you can fire it with one hand? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> Hell if I know. I think I'll just make that one simple too, and make the repeating martial with no prereqs.</p><p></p><p></p><p>You could easily do that... the problem is coming up with appropriate skills. Stats are easy to meet, because everyone gets them equally, but skills aren't so much (unless you use the 1:1 system). The guy on the other thread had skill suggestions, but they were rather awkward (like Balance). </p><p></p><p></p><p>I'm not above creating new rules, if need be. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> As long as they make sense.</p><p></p><p></p><p>I think the problem is that one-handed weapons wielded two-handed grant the same benefit (Str x1.5) as a straight-up two-hander. The bastard sword thus becomes the best all-around weapon - it doesn't deal more damage than a greatsword, but it certainly deals more than a longsword, which makes it more useful. If we dropped the damage to 2d4, it would be comparable to a longsword (and similar to the broadsword from previous editions), and then we could simply make it a martial weapon with no prereqs. Course, then it would probably be superfluous, but then bastard swords were pretty rare, historically speaking. I wouldn't shed a tear if they vanished, but people would bitch because their favorite PC could no longer use one.</p><p></p><p></p><p>Not sure, honestly. </p><p></p><p></p><p>I think it was the fact that you have to yank the lever back between each shot.</p><p></p><p></p><p>I'd just include them in weapon groups and you could gain proficiency if you chose the group, but that would obviate the whole purpose of the EWP feat (which is largely useless anyway...). </p><p></p><p>Maybe you can gain proficiency through the weapon group... I changed Martial WP so that you gain proficiency in a weapon group - taking it would grant you a handful of martial weapons and one or more exotics, depending on the group (right now, I don't have the exotics mixed in, for the reason I mentioned above). I'd have to change fighter classes so that they gain only, say, 3 groups (plus all simple weapons) instead of all martial weapons, but that sounds like a good idea on first thought - I've never understood why they know how to use such a broad variety of weapons. </p><p></p><p>I've already kind of done this for fighters - they have expanded weapon groups (with exotics added in) and can choose to take Weapon Focus with that group of weapons every five levels, or Weapon Spec./etc. for a given weapon; I can let them choose a new weapon group also.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4789176, member: 4722"] There's noting wrong with double weapons; the staff is a time-honored and very effective weapon. Spiked chains aren't so bad if you drop the damage, IMO. They're really effective for only one build (the trip-monkey). Because... it's small and you can fire it with one hand? :D Hell if I know. I think I'll just make that one simple too, and make the repeating martial with no prereqs. You could easily do that... the problem is coming up with appropriate skills. Stats are easy to meet, because everyone gets them equally, but skills aren't so much (unless you use the 1:1 system). The guy on the other thread had skill suggestions, but they were rather awkward (like Balance). I'm not above creating new rules, if need be. :) As long as they make sense. I think the problem is that one-handed weapons wielded two-handed grant the same benefit (Str x1.5) as a straight-up two-hander. The bastard sword thus becomes the best all-around weapon - it doesn't deal more damage than a greatsword, but it certainly deals more than a longsword, which makes it more useful. If we dropped the damage to 2d4, it would be comparable to a longsword (and similar to the broadsword from previous editions), and then we could simply make it a martial weapon with no prereqs. Course, then it would probably be superfluous, but then bastard swords were pretty rare, historically speaking. I wouldn't shed a tear if they vanished, but people would bitch because their favorite PC could no longer use one. Not sure, honestly. I think it was the fact that you have to yank the lever back between each shot. I'd just include them in weapon groups and you could gain proficiency if you chose the group, but that would obviate the whole purpose of the EWP feat (which is largely useless anyway...). Maybe you can gain proficiency through the weapon group... I changed Martial WP so that you gain proficiency in a weapon group - taking it would grant you a handful of martial weapons and one or more exotics, depending on the group (right now, I don't have the exotics mixed in, for the reason I mentioned above). I'd have to change fighter classes so that they gain only, say, 3 groups (plus all simple weapons) instead of all martial weapons, but that sounds like a good idea on first thought - I've never understood why they know how to use such a broad variety of weapons. I've already kind of done this for fighters - they have expanded weapon groups (with exotics added in) and can choose to take Weapon Focus with that group of weapons every five levels, or Weapon Spec./etc. for a given weapon; I can let them choose a new weapon group also. [/QUOTE]
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