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General Tabletop Discussion
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The value of weapon attributes
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<blockquote data-quote="Arlough" data-source="post: 5878744" data-attributes="member: 79335"><p>[MENTION=2198]Spatula[/MENTION]</p><p>That is a great example. And I may implement that system until I have another.</p><p></p><p>My main problem is that while that describes a point system to how things are right now, I am looking to come up with a system that evaluates weapons based on what they can do.</p><p></p><p>Under the current system, for example, the dagger is a simple weapon and the Falchion is a superior weapon.</p><p></p><p>The dagger is</p><ul> <li data-xf-list-type="ul">Proficiency 3</li> <li data-xf-list-type="ul">1 flat damage</li> <li data-xf-list-type="ul">3 vaiable damage</li> <li data-xf-list-type="ul">Melee and Ranged (ranged 5/10)</li> <li data-xf-list-type="ul">Off-hand</li> <li data-xf-list-type="ul">1-Handed</li> <li data-xf-list-type="ul">Rogue weapon (light blade in this case)</li> <li data-xf-list-type="ul">Key to a Paragon Class</li> </ul><p></p><p>The Falchion is</p><ul> <li data-xf-list-type="ul">Proficiency 3</li> <li data-xf-list-type="ul">2 flat damage</li> <li data-xf-list-type="ul">6 variable damage</li> <li data-xf-list-type="ul">High Crit</li> </ul><p></p><p>The falchion has the disadvantage of being 2 handed, as well as Military. By functional accounts, the falchion is the weaker option.</p><p>Sure, it does an average of 3 more damage per hit, but you can't use it in your off hand, you can't hold a shield, can't get sneak attack damage, and can't use it at range. </p><p></p><p>Also, the dagger is key to a paragon path, but I don't know how useful this is comparatively, because there may be a paragon path that uses the falchion I don't know about.</p><p></p><p>[MENTION=1980]Destil[/MENTION]</p><p>I'll try out your system and how it adequately evaluates weapons based on what the weapons can do.</p><p>But for now, it is time for me to go to bed.</p><p>Goodnight all.</p></blockquote><p></p>
[QUOTE="Arlough, post: 5878744, member: 79335"] [MENTION=2198]Spatula[/MENTION] That is a great example. And I may implement that system until I have another. My main problem is that while that describes a point system to how things are right now, I am looking to come up with a system that evaluates weapons based on what they can do. Under the current system, for example, the dagger is a simple weapon and the Falchion is a superior weapon. The dagger is [list] [*]Proficiency 3 [*]1 flat damage [*]3 vaiable damage [*]Melee and Ranged (ranged 5/10) [*]Off-hand [*]1-Handed [*]Rogue weapon (light blade in this case) [*]Key to a Paragon Class [/list] The Falchion is [list] [*]Proficiency 3 [*]2 flat damage [*]6 variable damage [*]High Crit [/list] The falchion has the disadvantage of being 2 handed, as well as Military. By functional accounts, the falchion is the weaker option. Sure, it does an average of 3 more damage per hit, but you can't use it in your off hand, you can't hold a shield, can't get sneak attack damage, and can't use it at range. Also, the dagger is key to a paragon path, but I don't know how useful this is comparatively, because there may be a paragon path that uses the falchion I don't know about. [MENTION=1980]Destil[/MENTION] I'll try out your system and how it adequately evaluates weapons based on what the weapons can do. But for now, it is time for me to go to bed. Goodnight all. [/QUOTE]
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The value of weapon attributes
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