Pbartender
First Post
Thanks.
I actually had this exact brain storm almost immediately after I posted.
I replaced the Rogue Weapon Talent with Unarmed Fighting. I gave it a +3 proficiency bonus though as I felt it was about right to do so given daggers get an extra +1 with this ability on top of their proficiency bonus.
I also allowed (as the players idea) for gloves to be a stand-in for weapons. This works well since it both denies the character a weapon (well, not really, but...) and therefore an extra power, and it takes up a slot that would normally grant an extra power.
With two feats to up the dice damage, one to 1d6 and the next to 1d8, I think that works rather well within the current system. It's an extra feat so again it feels balanced to me against the advantage of not requiring a weapon.
This may be too late, Kzach, but...
There seems to be two main pronblems, first that Improvised Weapons do not get proficiency bonuses (making it more difficult to hit with them), and second that they do not fall into any useful weapon groups (making it difficult for many classes to use them as a part of a power).
Here's what I'd do...
The first feat (call it Brawling) adds a proficiency bonus of +2 to unarmed attacks, and also gives them the "off-hand" property (it may not seem like much, but techically it allows a character to hold a regular melee weapon in one hand and still be able to punch with the other without putting the weapon away). That puts his fists on par with a dagger-sized version of a Club or Mace that cannot be disarmed... I don't see any need to increase the damage -- powers will be doing enough of that, when necessary.
The second feat (we'll call this one Living Weapon) allows the character to a single melee weapon group (Axe, Flail, Hammer, Heavy Blade, Light Blade, Mace, Pick, Polearm, Spear or Staff), allowing a character to use feats and powers related to that weapon group.
Last, add two more feats that each add, respectively, the Versatile and High-Crit properties to unarmed attacks.
That's gives a total of four feats specifically for improving Unarmed attacks. Plenty enough, especially when taken in conjunction with all the otehr more generic feats that can improve attacks or damage.
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