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  1. GrimCo

    D&D General Games Economies

    Golarion and Faerun respectivley. But in general, in 5e, adamantine armor or weapon is uncommon item (weapons are 500gp) and i treati it as such in my homebrew. Also, between having adamantine sword and crowbar, crowbar is no brainer. Sword is weapon. Crowbar is tool and a weapon (essentially a...
  2. GrimCo

    D&D General Games Economies

    Any self respecting blacksmith can make one. You just need ore or extra adamantium weapon no one wants. We used to haul adamantium greataxe. Called it - universal door opener. One time, we used it to chop doors made of pure mithral into smaller chunks. When you have money as incentive, group i...
  3. GrimCo

    D&D General Games Economies

    When it comes to game economy, oWoD has most sense. You have your Resource background. Each dot represents mix of lifestyle and income. It also gives solid estimate of what things you can just buy, what you probably can buy if you save and get creative and what you outright can't buy. Then there...
  4. GrimCo

    D&D General Weapons should break left and right

    Man at arms to be more precise (all knights were man at arms, not all man at arms were knights). In essence, highly trained and well equipped professional soldiers, used in specialized role of shock troops, mostly as heavy cavalry, but sometimes on foot (like Agincourt). Lance as primary...
  5. GrimCo

    D&D General Weapons should break left and right

    There is just one small problem. People build fighters with specific fighting style in mind. Sure, having all feats help. But, if you built nimble duelist (pumped dex, dumped str, took dueling fighting style), switching to two weapon fighting or ranged might be cool and you don't loose on...
  6. GrimCo

    D&D General Weapons should break left and right

    Simplicity comes from that basic loop - hit them with the pointy end. Wizards complexity comes from choices. But those choices gives them options to do cool stuff at high levels. If you want fighters to do cool stuff, well, you need to make it bit more complex. But, you can play complex...
  7. GrimCo

    D&D General Weapons should break left and right

    At least since 2ed, big part of fighter class identity is ability to specialize in one weapon. Weapon specialization was domain of fighters. Jack of all weapons, but master of one. In 2ed, specialization was available only to single class fighter and gave them +1 to hit, +2 damage. Which was big...
  8. GrimCo

    D&D General Weapons should break left and right

    Like Bruce Lee said: Fear not man who practiced 1000 punches once. Fear man who practiced one punch 1000 times. Same with fighters and specialization. You pick weapon you like and invest resources into getting good with it. Be it old weapon proficiency slots in 2ed, or feat chains in 3e or...
  9. GrimCo

    D&D General Weapons should break left and right

    Yea, but we are talking about D&D and it's current edition, 5.x. As someone mentioned, still remember 3.x days and golf club for weapons. That's why morning stars and other weapons with 2 damage types were popular. You took morning star, not cause you like it, but cause it was B/P weapon. One...
  10. GrimCo

    D&D General Weapons should break left and right

    Yea, i'm not talking about PvP. I'm talking about single player UT/Q. Get biggest gun, run from spawn point to spawn point. Resource management is after thought. Same as CoD, MoH or any other arcade FPS. Again, single player PVE. You need to factor in stuff like recoil, breathing, range and...
  11. GrimCo

    D&D General Weapons should break left and right

    If the intended goal is for fighters to switch up, use different weapons and do more than just pick greatsword and go to town, you can do it in 2 ways. Positive and negative reinforcement Weapon braking is negative one. You need to switch up or you suffer negative consequences , like loosing...
  12. GrimCo

    Streaming services, which do you have or are you getting rid of?

    Currently: Netflix - best of the bad. And so long as Brigderton is there, it's on. Plus, it's discounted trough my ISP Disney+ - cartoons for kids YT Premium - i tend to watch yt on tv and adds are getting ridicoulous latley (16-20 second unskippable adds, sometimes 2 in a row), plus YT Music...
  13. GrimCo

    RPG Evolution: Weight, What?

    My HS DM must have read that. He was pedantic about that stuff. If it wasn't on the sheet, you didn't have it with you. Well, 2 can play pedantic. We all bought Bag of holdings first chance we got ( good old 3e magic markets and DM who run FR as a setting). Copied page from equipment section...
  14. GrimCo

    Where’s The Death Race 2000 Roleplaying Game? Part One

    And also by SJ Games - Car Wars (5 or 6 editions so far, dating back all the way 1980). Game that was, in part, inspired by Death Race 2000.
  15. GrimCo

    D&D General The rapier in D&D

    Fortification - light, medium and heavy. Chance to negate SA and crits are - 25,75 and 100% and those are +1,+3 and +5 enchantment bonuses. And let's not forget. In 3.x you still added STR to damage, even with finesse weapons. For classes that used finesse weapons, STR was tertiary stat at...
  16. GrimCo

    D&D General The rapier in D&D

    Yea, constructs, undead, oozes first come to mind. Probably more stuff too. But you'll never feel so useless as rogue more than one playing in undead apocalypse type game.
  17. GrimCo

    D&D General The rapier in D&D

    There was change from 2e Thief to 3.x Rogue. While thief was supposed to be next to wizard far in the back, rogue was more like a mix of light nimble combatant who was intended to get into melee. As i said, unless you went Improved Critical feat (and rogues didn't get to many feats, plus, you...
  18. GrimCo

    What constitutes a "hit" in your mind?

    Depends on the game. In WoD, it does real damage to body. How bad is it, depends on the type. Bashing might be some bruises. Lethal - it drew blood or caused some internal damage from blunt force trauma. Aggravated - it hit something vital, serious damage to body. 7th sea- flesh wounds are...
  19. GrimCo

    D&D General The rapier in D&D

    In 3.x, rapiers were meh. They have crit range 18-20 which was good only if you planned to get improved critical feat or enchant it with keen property. It's only martial weapon with d6 damage you can use with finesse and get to 15-20 crit range. Regular short sword was just slightly worse than...
  20. GrimCo

    D&D General The rapier in D&D

    Rapiers were suitable for warfare in the same sense pistols were suitable for warfare WW1 till today. Both weapons have similar purpose. First and foremost, they are mark of status and authority ( officers weapons), after that, they are self defense backup weapon. Both weapons are also primarily...
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