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<blockquote data-quote="Hillsy7" data-source="post: 7153742" data-attributes="member: 6689191"><p>Ok cool.</p><p></p><p>I obviously like the methodology. What was throwing me initially was the fact finesse and thrown are free. Also some of your calcs seem to have forgotten the martial property (flail), but I'm guessing that's an oversight.</p><p></p><p>I do have some notes on where your balance seems a bit off.</p><p></p><p>Depending on how Double works, it either needs nerfing or some kind of benefit. If it allows off-hand attacks without needing the light property, this needs bringing down as it's a significant boost as well as an AC boost. If not, it's much worse than a sword and shield.</p><p></p><p>High crit is largely negligible damage wise (1 extra dice roll per 20 rolls), except for specific barbarian/orc builds. Even then an increase in base damage would be better. </p><p></p><p>Brutal (1) as written gives identical damage to an increase of 1 dice size. Anything above that makes brutal the best choice, so it's either pointless or overpowered.</p><p></p><p>Thrown and finesse should be free. Finesse in particular is highly desirable.</p><p></p><p>Precise plays about with bounded accuracy, so I'll a little leery....however it does only give a 5% damage spike so is rather negligible save for rogues and battlemasters, at which point it's IMMENSE.</p><p></p><p>Ranged weapons are seriously down in balance, but I know some people hate on them and I don't wanna open that can of worms, so I'll chalk that up to opinion.</p><p></p><p>Reload (#) is significantly better than loaded at any number over 1. It should not be treated as equivalent.</p><p></p><p>Otherwise I like loads off the weapons (yay scythe!) And diversifying weapons by giving them access to more properties. I just personally would give a different weighting to certain properties due to damage and design choices (eg great club and mace are made obsolete by the club)</p></blockquote><p></p>
[QUOTE="Hillsy7, post: 7153742, member: 6689191"] Ok cool. I obviously like the methodology. What was throwing me initially was the fact finesse and thrown are free. Also some of your calcs seem to have forgotten the martial property (flail), but I'm guessing that's an oversight. I do have some notes on where your balance seems a bit off. Depending on how Double works, it either needs nerfing or some kind of benefit. If it allows off-hand attacks without needing the light property, this needs bringing down as it's a significant boost as well as an AC boost. If not, it's much worse than a sword and shield. High crit is largely negligible damage wise (1 extra dice roll per 20 rolls), except for specific barbarian/orc builds. Even then an increase in base damage would be better. Brutal (1) as written gives identical damage to an increase of 1 dice size. Anything above that makes brutal the best choice, so it's either pointless or overpowered. Thrown and finesse should be free. Finesse in particular is highly desirable. Precise plays about with bounded accuracy, so I'll a little leery....however it does only give a 5% damage spike so is rather negligible save for rogues and battlemasters, at which point it's IMMENSE. Ranged weapons are seriously down in balance, but I know some people hate on them and I don't wanna open that can of worms, so I'll chalk that up to opinion. Reload (#) is significantly better than loaded at any number over 1. It should not be treated as equivalent. Otherwise I like loads off the weapons (yay scythe!) And diversifying weapons by giving them access to more properties. I just personally would give a different weighting to certain properties due to damage and design choices (eg great club and mace are made obsolete by the club) [/QUOTE]
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