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Weekly Wrecana - A Next Division of Weapons.
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7089991" data-attributes="member: 82106"><p>Yeah, well, that was the OD&D/AD&D concept basically (assuming you didn't use the tedious weapons vs armor thing, which was frankly not something we ever bothered with). Your pole weapons were good for striking over the front rank and setting for a charge, your mace was good for crushing skeletons, your swords were good for general fighting, daggers were (at least in OD&D) pretty much equal to a sword, etc. There were oddities, axes were good for nothing basically, and for some weird reason AD&D punished mace users with d6 damage (spears too), but mostly it was just 'use this weapon in this situation', though the actual idea of specific maneuvers wasn't very well developed. It was more like there were TACTICS for each weapon.</p><p></p><p>However, I think its fine to have maneuvers that are pretty much specialized to certain weapons or groups. So, for instance, in HoML you can pick up an 'axe mastery' boon that grants access to several powers that only work with axes. Its a 'one stop shop' basically, want to be a bad-assed axe-toting dwarf (or whatever) you pick Axe Mastery and select the powers it grants access to, now you can use that sucker quite well! Obviously you're going to be having a harder time of it if you wind up swinging a sword for some reason, it will be back to at-wills or even MBAs. You probably won't do that though, and if you really do end up with some reason you gotta start using a sword instead of an axe, you can always pick up Student of the Sword and retrain. The tactical choices of AD&D days can be reproduced easily enough with powers that are either part of these mastery boons or even just basic marshal powers.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7089991, member: 82106"] Yeah, well, that was the OD&D/AD&D concept basically (assuming you didn't use the tedious weapons vs armor thing, which was frankly not something we ever bothered with). Your pole weapons were good for striking over the front rank and setting for a charge, your mace was good for crushing skeletons, your swords were good for general fighting, daggers were (at least in OD&D) pretty much equal to a sword, etc. There were oddities, axes were good for nothing basically, and for some weird reason AD&D punished mace users with d6 damage (spears too), but mostly it was just 'use this weapon in this situation', though the actual idea of specific maneuvers wasn't very well developed. It was more like there were TACTICS for each weapon. However, I think its fine to have maneuvers that are pretty much specialized to certain weapons or groups. So, for instance, in HoML you can pick up an 'axe mastery' boon that grants access to several powers that only work with axes. Its a 'one stop shop' basically, want to be a bad-assed axe-toting dwarf (or whatever) you pick Axe Mastery and select the powers it grants access to, now you can use that sucker quite well! Obviously you're going to be having a harder time of it if you wind up swinging a sword for some reason, it will be back to at-wills or even MBAs. You probably won't do that though, and if you really do end up with some reason you gotta start using a sword instead of an axe, you can always pick up Student of the Sword and retrain. The tactical choices of AD&D days can be reproduced easily enough with powers that are either part of these mastery boons or even just basic marshal powers. [/QUOTE]
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