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4e Unarmed Combat Weapons
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<blockquote data-quote="clydesdale4437" data-source="post: 4293297" data-attributes="member: 61893"><p><u>runnerXL</u></p><p>I wanted to give both weapons a +3 proficiency bonus to keep them competitive with other Superior Weapons. I couldn't find a weapon property that I thought would distinguish the wraps from the knuckles. I suppose I could drop the knuckles back to +2 and give them high crit or something. I'll mull it over...</p><p></p><p>As for focus wrap, I kind of made the name up, but I imagine a focus wrap to be long, narrow strip of leather or strong fabric that is wrapped from just below the fingers to halfway to the elbow. As you may notice from the description, this doesn't include a blade anywhere, and that's intentional. I was hoping that it would model swift, lethal strikes of martial artists by allowing people to use focus wraps with all of those rogue powers that require a light blade.</p><p></p><p>The free-hand property was also made up to keep these items competitive with other superior weapons. Did I go too far? Perhaps the brawling knuckles would be better re-concepted to look less like brass knuckles, and more like a pair of studded gloves or gauntlets. But even then I suppose either of those could restrict movement as well. Another thing for me to think on...</p><p></p><p><u>Plane Sailing</u></p><p>As far as the weapon exploits question, I wanted to let unarmed strikers benefit from the following across class boundaries.</p><p></p><p>-Fighter powers that gain a benefit if the attacker uses a hammer</p><p>-Rogue powers that demand you wield a light blade</p><p>-Ranger powers that demand you wield two weapons as well as two-weapon fighting feats for non-rangers</p><p></p><p>The way I have it in the original post, I achieve all three of the above design goals.</p><p></p><p>On the point of proficiency bonuses, you'll notice that none of the weapons on the weapon tables have a proficiency bonus lower than +2, and I'm hoping I'm right in guessing that this was a deliberate design decision to keep martial combatants a few steps ahead of spell and prayer casters in accuracy to compensate for the fact that spells and prayers are often targeting more foes, doing more damage, or having more potent status effects at comparative levels.</p><p></p><p>Regarding damage, if I were to leave the damage at 1d4, the weapons simply wouldn't be appealing enough. Taking weapon proficiency with one of these weapons is supposed to represent the difference between a tough guy who throws a punch when deprived of his weapon, and a guy whose punch <em>is</em> the weapon.</p><p></p><p></p><p></p><p>Lastly, on a potential question that I failed to answer in the original post, I created these options as weapons (as opposed to feats that made your strikes like hammers/light blades that did more damage) to leave the possibility of accepting weapon enhancements open. I didn't want to have to put together rules for enchanting your limbs as weapons and the like. Also, the game's statistical assumptions account for the attack and damage bonuses of enchanted weapons, so these options had to be able to keep up across all 30 levels.</p></blockquote><p></p>
[QUOTE="clydesdale4437, post: 4293297, member: 61893"] [U]runnerXL[/U] I wanted to give both weapons a +3 proficiency bonus to keep them competitive with other Superior Weapons. I couldn't find a weapon property that I thought would distinguish the wraps from the knuckles. I suppose I could drop the knuckles back to +2 and give them high crit or something. I'll mull it over... As for focus wrap, I kind of made the name up, but I imagine a focus wrap to be long, narrow strip of leather or strong fabric that is wrapped from just below the fingers to halfway to the elbow. As you may notice from the description, this doesn't include a blade anywhere, and that's intentional. I was hoping that it would model swift, lethal strikes of martial artists by allowing people to use focus wraps with all of those rogue powers that require a light blade. The free-hand property was also made up to keep these items competitive with other superior weapons. Did I go too far? Perhaps the brawling knuckles would be better re-concepted to look less like brass knuckles, and more like a pair of studded gloves or gauntlets. But even then I suppose either of those could restrict movement as well. Another thing for me to think on... [U]Plane Sailing[/U] As far as the weapon exploits question, I wanted to let unarmed strikers benefit from the following across class boundaries. -Fighter powers that gain a benefit if the attacker uses a hammer -Rogue powers that demand you wield a light blade -Ranger powers that demand you wield two weapons as well as two-weapon fighting feats for non-rangers The way I have it in the original post, I achieve all three of the above design goals. On the point of proficiency bonuses, you'll notice that none of the weapons on the weapon tables have a proficiency bonus lower than +2, and I'm hoping I'm right in guessing that this was a deliberate design decision to keep martial combatants a few steps ahead of spell and prayer casters in accuracy to compensate for the fact that spells and prayers are often targeting more foes, doing more damage, or having more potent status effects at comparative levels. Regarding damage, if I were to leave the damage at 1d4, the weapons simply wouldn't be appealing enough. Taking weapon proficiency with one of these weapons is supposed to represent the difference between a tough guy who throws a punch when deprived of his weapon, and a guy whose punch [I]is[/I] the weapon. Lastly, on a potential question that I failed to answer in the original post, I created these options as weapons (as opposed to feats that made your strikes like hammers/light blades that did more damage) to leave the possibility of accepting weapon enhancements open. I didn't want to have to put together rules for enchanting your limbs as weapons and the like. Also, the game's statistical assumptions account for the attack and damage bonuses of enchanted weapons, so these options had to be able to keep up across all 30 levels. [/QUOTE]
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