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General Tabletop Discussion
*Dungeons & Dragons
With Weapon Mastery likely making it in, do you want optional exotic weapons and exotic weapon masteries?
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<blockquote data-quote="Mirrorrorrim" data-source="post: 9068624" data-attributes="member: 7040132"><p>No to all of it. Exotic weapons are not needed at all. The only weapons that should be considered to add to the PH are those that fill in a mechanically and narratively distinct function.</p><p></p><p>Boomerangs won't return if they hit someone. This isn't Zelda. They return if they keep their momentum and are able to fulfill their circular route. It's fine for a boomerang to be a martial bludgeoning weapon that returns to you if it misses the target or isn't otherwise hindered.</p><p></p><p>Chakrams don't return at all, despite people wanting them to because of Xena. Chakrams can be listed as a martial (maybe even simple, on par with a javelin) thrown slashing weapon with javelin-like range.</p><p></p><p>Khopeshs don't need a different entry. If you envision a smaller khopesh, it can be a scimitar. A larger khopesh can be a longsword.</p><p></p><p>In real life, Scythes are unfit to be used as weapons. But if we go pure fantasy, they are mechanically no better than a halberd or a glaive (which are identical martial, two-handed, slashing weapons with heavy and reach). Is it important to add scythes to give them a unique Weapon Mastery?</p><p></p><p>No to "jagged" weapons being something different. No to higher crit range as a Mastery.</p><p></p><p>Nets have been removed as weapons. Mancatchers fit that paradigm. They can be made as tools that allow you to grapple at range.</p><p></p><p>I can see adding a longer martial chain weapon as something unique, but it has to fit neatly into design and not try to do all the things (like trying to design it to be better for grappling, tripping, and disarming at reach, etc.) Give it a clear identity, pick one of the Masteries that fit, and it will be fine.</p></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9068624, member: 7040132"] No to all of it. Exotic weapons are not needed at all. The only weapons that should be considered to add to the PH are those that fill in a mechanically and narratively distinct function. Boomerangs won't return if they hit someone. This isn't Zelda. They return if they keep their momentum and are able to fulfill their circular route. It's fine for a boomerang to be a martial bludgeoning weapon that returns to you if it misses the target or isn't otherwise hindered. Chakrams don't return at all, despite people wanting them to because of Xena. Chakrams can be listed as a martial (maybe even simple, on par with a javelin) thrown slashing weapon with javelin-like range. Khopeshs don't need a different entry. If you envision a smaller khopesh, it can be a scimitar. A larger khopesh can be a longsword. In real life, Scythes are unfit to be used as weapons. But if we go pure fantasy, they are mechanically no better than a halberd or a glaive (which are identical martial, two-handed, slashing weapons with heavy and reach). Is it important to add scythes to give them a unique Weapon Mastery? No to "jagged" weapons being something different. No to higher crit range as a Mastery. Nets have been removed as weapons. Mancatchers fit that paradigm. They can be made as tools that allow you to grapple at range. I can see adding a longer martial chain weapon as something unique, but it has to fit neatly into design and not try to do all the things (like trying to design it to be better for grappling, tripping, and disarming at reach, etc.) Give it a clear identity, pick one of the Masteries that fit, and it will be fine. [/QUOTE]
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General Tabletop Discussion
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With Weapon Mastery likely making it in, do you want optional exotic weapons and exotic weapon masteries?
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