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<blockquote data-quote="nonsi256" data-source="post: 5035201" data-attributes="member: 86164"><p style="text-align: left"><strong>>> I look at the damages listed for the weapons in the core PHB as</strong></p><p> <p style="text-align: left"><strong>>> damage the weapon causes at a basic proficiency level. Earlier</strong></p><p> <p style="text-align: left"><strong>>> versions of D&D, like the BOXMI sets included rules for increased</strong></p><p> <p style="text-align: left"><strong>>> weapon damage based upon the level of mastery of the wielder</strong></p><p> <p style="text-align: left"><strong>>> (working similar to the progression of the monk's open hand</strong></p><p> <p style="text-align: left"><strong>>> damage in the SRD).</strong></p> <p style="text-align: left"><strong>>> I'll take another look at your monk and see what I think. Thanks.</strong></p><p> <p style="text-align: left">To be honest, weapon mastery was one of OD&D’s best highlights for me and in most cases made sense. However, it has several drawbacks:</p><p> <p style="text-align: left">- You have to go back to the tables all the time</p><p> <p style="text-align: left">- The overall stats for the different weapons feel too much to be mostly handwaves.</p><p> <p style="text-align: left">- The AC bonuses for some weapons could make sense as long as the attacker is no more than 1 size category larger (e.g. does it sound even remotely feasible that a dagger could in any way have any effect on an enormous great axe wielded by a storm giant? No way. Not in my book. Same goes for a club vs. arrows).</p><p> <p style="text-align: left">- Multiple deflections (my favorite combat option of all times) make just as much sense as multiple AoOs.</p><p> <p style="text-align: left">There are some more issues, but I really don’t feel like getting down to the charts right now.</p> <p style="text-align: left"></p> <p style="text-align: left"></p><p> <p style="text-align: left">Also, you should notice that there are some new feats I added to significantly aid a Monk’s offensive power (Ki Reinforce, Ki Extend, Lightning Fists, Ramming Shoulder Butt) and other feats that are open to most classes.</p> <p style="text-align: left"></p> <p style="text-align: left"></p> <p style="text-align: left"></p> <p style="text-align: left"></p> <p style="text-align: left"><strong>>> Also, I give characters 2 bonus feats at 1st level and 2 more at</strong></p><p> <p style="text-align: left"><strong>>> every even numbered level.</strong></p><p> <p style="text-align: left">This would not only perpetuate the casters’ action-economy advantage, but would actually increase it significantly.</p><p> <p style="text-align: left">- Double Wand Wielder</p><p> <p style="text-align: left">- Twin Spell</p><p> <p style="text-align: left">- Repeating Spell</p><p> <p style="text-align: left">- Split Ray</p><p> <p style="text-align: left">- Persistent Spell</p><p> <p style="text-align: left">- Sudden Quicken</p><p> <p style="text-align: left">I can’t see a reason why any 16th level caster in your campaign would not have all of them by level 16.</p><p> <p style="text-align: left">And this is just regarding the action-economy.</p><p> <p style="text-align: left">Scarce feats are the only way to keep casters at bay to any degree.</p> <p style="text-align: left"></p> <p style="text-align: left"></p></blockquote><p></p>
[QUOTE="nonsi256, post: 5035201, member: 86164"] [LEFT][B]>> I look at the damages listed for the weapons in the core PHB as[/B][/LEFT] [LEFT][B]>> damage the weapon causes at a basic proficiency level. Earlier[/B][/LEFT] [LEFT][B]>> versions of D&D, like the BOXMI sets included rules for increased[/B][/LEFT] [LEFT][B]>> weapon damage based upon the level of mastery of the wielder[/B][/LEFT] [LEFT][B]>> (working similar to the progression of the monk's open hand[/B][/LEFT] [LEFT][B]>> damage in the SRD). >> I'll take another look at your monk and see what I think. Thanks.[/B][/LEFT] [LEFT]To be honest, weapon mastery was one of OD&D’s best highlights for me and in most cases made sense. However, it has several drawbacks:[/LEFT] [LEFT]- You have to go back to the tables all the time[/LEFT] [LEFT]- The overall stats for the different weapons feel too much to be mostly handwaves.[/LEFT] [LEFT]- The AC bonuses for some weapons could make sense as long as the attacker is no more than 1 size category larger (e.g. does it sound even remotely feasible that a dagger could in any way have any effect on an enormous great axe wielded by a storm giant? No way. Not in my book. Same goes for a club vs. arrows).[/LEFT] [LEFT]- Multiple deflections (my favorite combat option of all times) make just as much sense as multiple AoOs.[/LEFT] [LEFT]There are some more issues, but I really don’t feel like getting down to the charts right now. [/LEFT] [LEFT]Also, you should notice that there are some new feats I added to significantly aid a Monk’s offensive power (Ki Reinforce, Ki Extend, Lightning Fists, Ramming Shoulder Butt) and other feats that are open to most classes. [B]>> Also, I give characters 2 bonus feats at 1st level and 2 more at[/B][/LEFT] [LEFT][B]>> every even numbered level.[/B][/LEFT] [LEFT]This would not only perpetuate the casters’ action-economy advantage, but would actually increase it significantly.[/LEFT] [LEFT]- Double Wand Wielder[/LEFT] [LEFT]- Twin Spell[/LEFT] [LEFT]- Repeating Spell[/LEFT] [LEFT]- Split Ray[/LEFT] [LEFT]- Persistent Spell[/LEFT] [LEFT]- Sudden Quicken[/LEFT] [LEFT]I can’t see a reason why any 16th level caster in your campaign would not have all of them by level 16.[/LEFT] [LEFT]And this is just regarding the action-economy.[/LEFT] [LEFT]Scarce feats are the only way to keep casters at bay to any degree. [/LEFT] [/QUOTE]
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