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2nd Edition Weapon Speeds - Anyone Else Miss Them?
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<blockquote data-quote="Staffan" data-source="post: 372282" data-attributes="member: 907"><p>Of course pole arms got shafted. That's the whole point of the pole arm - a long shaft with a bit of sharp metal on one end.</p><p></p><p>But seriously, 3e has made a pretty strong effort to keep weapons balanced. Let's compare the large martial melee weapons (which includes polearms). For starters, let's say that the "basic" large martial weapon does 1d10 damage, and either threatens a crit on 19-20 or does triple damage, and has these additional bonuses.</p><p>Falchion: 2d4 instead of 1d10, Crits on 18-20.</p><p>Heavy Flail: Bonus to disarms and trips.</p><p>Glaive: Reach.</p><p>Greataxe: 1d12 instead of 1d10.</p><p>Greatclub: Bad crits (20/x2). Officially sucky. Should be simple.</p><p>Greatsword: 2d6 instead of 1d10.</p><p>Guisarme: 2d4 instead of 1d10, reach, can be used to trip.</p><p>Halberd: Can be set versus charge.</p><p>Longspear: 1d8 instead of 1d10, reach, can be set versus charge.</p><p>Ranseur: 2d4 instead of 1d10, reach, can be used to disarm.</p><p>Scythe: 2d4 instead of 1d10, crit multiplier x4.</p><p></p><p>Looks pretty balanced to me.</p></blockquote><p></p>
[QUOTE="Staffan, post: 372282, member: 907"] Of course pole arms got shafted. That's the whole point of the pole arm - a long shaft with a bit of sharp metal on one end. But seriously, 3e has made a pretty strong effort to keep weapons balanced. Let's compare the large martial melee weapons (which includes polearms). For starters, let's say that the "basic" large martial weapon does 1d10 damage, and either threatens a crit on 19-20 or does triple damage, and has these additional bonuses. Falchion: 2d4 instead of 1d10, Crits on 18-20. Heavy Flail: Bonus to disarms and trips. Glaive: Reach. Greataxe: 1d12 instead of 1d10. Greatclub: Bad crits (20/x2). Officially sucky. Should be simple. Greatsword: 2d6 instead of 1d10. Guisarme: 2d4 instead of 1d10, reach, can be used to trip. Halberd: Can be set versus charge. Longspear: 1d8 instead of 1d10, reach, can be set versus charge. Ranseur: 2d4 instead of 1d10, reach, can be used to disarm. Scythe: 2d4 instead of 1d10, crit multiplier x4. Looks pretty balanced to me. [/QUOTE]
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