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A quick guide to Homebrewing any weapon concept
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<blockquote data-quote="Hillsy7" data-source="post: 7146630" data-attributes="member: 6689191"><p><span style="color: #000000"><span style="font-family: inherit">So I've been playing around with this idea for a while because I've been building a heavily reflavoured campaign setting where, at some point I'm sure, someone is going to want to have a crazy weapon concept like a laser scythe, or a pneumatic wrist blade, or a Combat Frisbee (.......ok fine, it's a Chakram). Anyway, it got me thinking about how you would put things together in a way that matches the flavour of the weapon you want to create, and how the PHB weapons balance out when you pull the properties apart and put them back together in strange combinations (Such as wielding a finesse reach weapon in two hands)</span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit">I found some interesting things when you start analysing the PHB, and aside from a few exceptions, I've managed to recreate the majority of the PHB using this system exactly (the exceptions being the weapons most people get annoyed with - Trident, whip, blowdart etc etc).</span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit">So here it is <a href="http://homebrewery.naturalcrit.com/share/r1X4J7QOPe" target="_blank">http://homebrewery.naturalcrit.com/share/r1X4J7QOPe</a></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit">The only tweaking I've had to do with the rules is to eliminate "2-handedness", and beef up the disadvantages associated with the Heavy property. I <em>think</em> I've managed to get it to work well and balanced, so it'll be interesting to see what everyone thinks of the pros and cons, and if they offset the tweaks I've done with Two-Handed weapons.</span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><strong>If you have any suggestions for alternative weapon attributes and how those rules would work, I'd love to hear them! </strong>I've added in half a dozen or so myself at the end, but I'm always interested in more that might help would-be weapon designers get the weapon properties they want.</span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">Also please note, this isn't supposed to be a min-maxing guide. Rather its a way to use existing rules, to build those weapons that you think fundamentally define your character, but don't fit anything in the existing PHB.</span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit">Thanks for reading!</span></span></p></blockquote><p></p>
[QUOTE="Hillsy7, post: 7146630, member: 6689191"] [COLOR=#000000][FONT='inherit']So I've been playing around with this idea for a while because I've been building a heavily reflavoured campaign setting where, at some point I'm sure, someone is going to want to have a crazy weapon concept like a laser scythe, or a pneumatic wrist blade, or a Combat Frisbee (.......ok fine, it's a Chakram). Anyway, it got me thinking about how you would put things together in a way that matches the flavour of the weapon you want to create, and how the PHB weapons balance out when you pull the properties apart and put them back together in strange combinations (Such as wielding a finesse reach weapon in two hands) [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']I found some interesting things when you start analysing the PHB, and aside from a few exceptions, I've managed to recreate the majority of the PHB using this system exactly (the exceptions being the weapons most people get annoyed with - Trident, whip, blowdart etc etc). [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']So here it is [URL]http://homebrewery.naturalcrit.com/share/r1X4J7QOPe[/URL] [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']The only tweaking I've had to do with the rules is to eliminate "2-handedness", and beef up the disadvantages associated with the Heavy property. I [I]think[/I] I've managed to get it to work well and balanced, so it'll be interesting to see what everyone thinks of the pros and cons, and if they offset the tweaks I've done with Two-Handed weapons. [B]If you have any suggestions for alternative weapon attributes and how those rules would work, I'd love to hear them! [/B]I've added in half a dozen or so myself at the end, but I'm always interested in more that might help would-be weapon designers get the weapon properties they want. [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Also please note, this isn't supposed to be a min-maxing guide. Rather its a way to use existing rules, to build those weapons that you think fundamentally define your character, but don't fit anything in the existing PHB. [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Thanks for reading![/FONT][/COLOR] [/QUOTE]
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