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Reworking weapons... need some input.
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<blockquote data-quote="mirivor" data-source="post: 2471638" data-attributes="member: 7478"><p>Italianranma: You are correct about power attack. It is very good... too good. I have nearly altered it several times. I also love your idea about combat expertise... using a shield could make one nearly unhittable. </p><p></p><p>The greatsword is not my only beef with weapons. I only used it because it is a common weapon that nearly all, if not all, players are familiar with. Some other weapons that are really out of whack include the Jovar (extra gold for increased crit range), the Goliath Greathammer (Don't even get me started.... this weapon is just stupid), and the remainder of the splatbook weapons in general. The main crux is that each book was written by different people who, it seems, didn't take the time to compare their unholy creations to other weapons presented in the core books. I would like to be able to present my players with a nice, comprehensive list of the weapons that I will allow in my campaign and, when they glance down the list their first thought is, " Cool, these weapons are fairly balanced. I can select weapon x and still be the equal of another with weapon y." This not only helps fix the 2-handed damage issue that I personally nurse, but gives players more freedom to choose weapons for flavor without worrying about straight-up efficiency. </p><p></p><p>My primary list is nearing completion. To give all of you a better understanding of what I am trying to accomplish, here are a few tidbits detailing what I have done:</p><p></p><p>Some of the main weapon groups include Mace, Axe, Sword, and Polearm. I have deliniated these so that each of the first 3 categories include a light, 1 handed, 2-handed, and ranged version. So, for instance, we have in the Axe category the Handaxe, Battleaxe, Dwarven Waraxe, and finally the trhowing axe for ranged. These weapons are all martial, and as such receive a x3 crit mod. The exception is the throwing axe, which gets it's mod reduced to x2 in exchange for being a ranged weapon.</p><p></p><p>Simple weapons, with only the crossbows as an exception, receive a x2 crit and a 20 range. This is the drawback to simple weapons and, in a sense, demonstrates their ease of use. I even reduced the spear class crits for this purpose (in addition to making the martial polearms better. Let's face it, they should be.), as well as moved the dagger to martial, though I will allow all classes originally proficient in it to remain so. (The dagger, by the way, is awesome. Why would a weapon with extended crit range, two types of damage, and a range increment EVER be SIMPLE??) You may also realize that I have extended some weapons to give the Simple category a few more options. A few more two-handed weapons to choose from, in particular.</p><p></p><p>If you look at the chart, you will notice that I tried to classify weapons by their abilities. Flails, for instance, are martial yet remain a x2 crit. This is because I classified them as "tactical", specialist weapons that grant a bonus to some tactical move, trip and disarm in this case, and that are superceded by some other weapon in the category of raw damage. Nearly every other martial weapon has a larger crit range or multiplier than its counterpart simple one, or they possess some other tactical ability. I have also tried to factor in Reach, Range Increment if any, Multiple types of damage, etc.</p><p></p><p>I have also tried to give each class of weapon all 3 damage types, to give versatility to all characters as far as outfitting with weapons.</p><p></p><p>Ye Alde Weapons Chart</p><p>Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type</p><p>Unarmed Attacks</p><p>Gauntlet 2 gp 1d2 1d3 x2 - 1 lb. B</p><p>Unarmed Strike - 1d2 1d3 x2 - - B</p><p>Light Melee Weapons </p><p>Gauntlet, Spiked 5 gp 1d3 1d4 x2 - 1 lb. P</p><p>Mace, Light 5 gp 1d4 1d6 x2 - 4 lb. B</p><p>Sickle, Light 6 gp 1d4 1d6 x2 - 2 lb. S</p><p>One-Handed Melee Weapons </p><p>Club - 1d4 1d6 x2 10 ft. 3 lb. B</p><p>Mace 12 gp 1d6 1d8 x2 - 8 lb. B</p><p>Shortspear 1 gp 1d4 1d6 x2 20 ft. 3 lb. P</p><p>Sickle 12 gp 1d6 1d8 x2 - 4 lb. S</p><p>Two-Handed Melee Weapons </p><p>Longspear 5 gp 1d6 1d8 x2 - 9 lb. P</p><p>Mace, Heavy 26 gp 1d8 1d10 x2 - 12 lb. B</p><p>Quarterstaff - 1d4/1d4 1d6/1d6 x2 - 4 lb. B</p><p>Sickle, Heavy 18 gp 1d8 1d10 x2 - 8 lb. S</p><p>Spear 2 gp 1d6 1d8 x2 20 ft. 6 lb. P</p><p>Ranged Weapons </p><p>Crossbow, Heavy 50 gp 1d8 1d10 19-20/x2 120 ft. 8 lb. P</p><p>Crossbow, Light 35 gp 1d6 1d8 19-20/x2 80 ft. 4 lb. P</p><p>Dart 5 sp 1d3 1d4 x2 20 ft. ½ lb. P</p><p>Javelin 1 gp 1d4 1d6 x2 30 ft. 2 lb. P</p><p>Sling - 1d3 1d4 x2 50 ft. - B</p><p></p><p>Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type</p><p>Light Melee Weapons</p><p>Dagger 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P or S</p><p>Flail, Light 4 gp 1d4 1d6 x2 3 lb. B</p><p>Hammer 6 gp 1d4 1d6 x3 - 3 lb. B</p><p>Handaxe 6 gp 1d4 1d6 x3 - 3 lb. S</p><p>Pick, Light 4 gp 1d4 1d6 x3 - 3 lb. P</p><p>Sap 1 gp 1d4 1d6 x2 - 2 lb. B</p><p>Shortsword 10 gp 1d4 1d6 19-20/x2 - 2 lb. P</p><p>Shield, Light - 1d2 1d3 x2 - - B</p><p>Spiked Armor - 1d4 1d6 x2 - - P</p><p>Spiked Shield, Light - 1d3 1d4 x2 - - P</p><p>One-Handed Melee Weapons</p><p>Battleaxe 10 gp 1d6 1d8 x3 - 6 lb. S</p><p></p><p>Sorry about the columns messing up... don't know why it does that. Hopefully this will give a better idea about what I am trying to accomplish. I really appreciate the input and hope to hear from more people. Later!</p></blockquote><p></p>
[QUOTE="mirivor, post: 2471638, member: 7478"] Italianranma: You are correct about power attack. It is very good... too good. I have nearly altered it several times. I also love your idea about combat expertise... using a shield could make one nearly unhittable. The greatsword is not my only beef with weapons. I only used it because it is a common weapon that nearly all, if not all, players are familiar with. Some other weapons that are really out of whack include the Jovar (extra gold for increased crit range), the Goliath Greathammer (Don't even get me started.... this weapon is just stupid), and the remainder of the splatbook weapons in general. The main crux is that each book was written by different people who, it seems, didn't take the time to compare their unholy creations to other weapons presented in the core books. I would like to be able to present my players with a nice, comprehensive list of the weapons that I will allow in my campaign and, when they glance down the list their first thought is, " Cool, these weapons are fairly balanced. I can select weapon x and still be the equal of another with weapon y." This not only helps fix the 2-handed damage issue that I personally nurse, but gives players more freedom to choose weapons for flavor without worrying about straight-up efficiency. My primary list is nearing completion. To give all of you a better understanding of what I am trying to accomplish, here are a few tidbits detailing what I have done: Some of the main weapon groups include Mace, Axe, Sword, and Polearm. I have deliniated these so that each of the first 3 categories include a light, 1 handed, 2-handed, and ranged version. So, for instance, we have in the Axe category the Handaxe, Battleaxe, Dwarven Waraxe, and finally the trhowing axe for ranged. These weapons are all martial, and as such receive a x3 crit mod. The exception is the throwing axe, which gets it's mod reduced to x2 in exchange for being a ranged weapon. Simple weapons, with only the crossbows as an exception, receive a x2 crit and a 20 range. This is the drawback to simple weapons and, in a sense, demonstrates their ease of use. I even reduced the spear class crits for this purpose (in addition to making the martial polearms better. Let's face it, they should be.), as well as moved the dagger to martial, though I will allow all classes originally proficient in it to remain so. (The dagger, by the way, is awesome. Why would a weapon with extended crit range, two types of damage, and a range increment EVER be SIMPLE??) You may also realize that I have extended some weapons to give the Simple category a few more options. A few more two-handed weapons to choose from, in particular. If you look at the chart, you will notice that I tried to classify weapons by their abilities. Flails, for instance, are martial yet remain a x2 crit. This is because I classified them as "tactical", specialist weapons that grant a bonus to some tactical move, trip and disarm in this case, and that are superceded by some other weapon in the category of raw damage. Nearly every other martial weapon has a larger crit range or multiplier than its counterpart simple one, or they possess some other tactical ability. I have also tried to factor in Reach, Range Increment if any, Multiple types of damage, etc. I have also tried to give each class of weapon all 3 damage types, to give versatility to all characters as far as outfitting with weapons. Ye Alde Weapons Chart Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Unarmed Attacks Gauntlet 2 gp 1d2 1d3 x2 - 1 lb. B Unarmed Strike - 1d2 1d3 x2 - - B Light Melee Weapons Gauntlet, Spiked 5 gp 1d3 1d4 x2 - 1 lb. P Mace, Light 5 gp 1d4 1d6 x2 - 4 lb. B Sickle, Light 6 gp 1d4 1d6 x2 - 2 lb. S One-Handed Melee Weapons Club - 1d4 1d6 x2 10 ft. 3 lb. B Mace 12 gp 1d6 1d8 x2 - 8 lb. B Shortspear 1 gp 1d4 1d6 x2 20 ft. 3 lb. P Sickle 12 gp 1d6 1d8 x2 - 4 lb. S Two-Handed Melee Weapons Longspear 5 gp 1d6 1d8 x2 - 9 lb. P Mace, Heavy 26 gp 1d8 1d10 x2 - 12 lb. B Quarterstaff - 1d4/1d4 1d6/1d6 x2 - 4 lb. B Sickle, Heavy 18 gp 1d8 1d10 x2 - 8 lb. S Spear 2 gp 1d6 1d8 x2 20 ft. 6 lb. P Ranged Weapons Crossbow, Heavy 50 gp 1d8 1d10 19-20/x2 120 ft. 8 lb. P Crossbow, Light 35 gp 1d6 1d8 19-20/x2 80 ft. 4 lb. P Dart 5 sp 1d3 1d4 x2 20 ft. ½ lb. P Javelin 1 gp 1d4 1d6 x2 30 ft. 2 lb. P Sling - 1d3 1d4 x2 50 ft. - B Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Light Melee Weapons Dagger 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P or S Flail, Light 4 gp 1d4 1d6 x2 3 lb. B Hammer 6 gp 1d4 1d6 x3 - 3 lb. B Handaxe 6 gp 1d4 1d6 x3 - 3 lb. S Pick, Light 4 gp 1d4 1d6 x3 - 3 lb. P Sap 1 gp 1d4 1d6 x2 - 2 lb. B Shortsword 10 gp 1d4 1d6 19-20/x2 - 2 lb. P Shield, Light - 1d2 1d3 x2 - - B Spiked Armor - 1d4 1d6 x2 - - P Spiked Shield, Light - 1d3 1d4 x2 - - P One-Handed Melee Weapons Battleaxe 10 gp 1d6 1d8 x3 - 6 lb. S Sorry about the columns messing up... don't know why it does that. Hopefully this will give a better idea about what I am trying to accomplish. I really appreciate the input and hope to hear from more people. Later! [/QUOTE]
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