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A quick guide to Homebrewing any weapon concept
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7148117" data-attributes="member: 6802951"><p>Skill is already covered by proficiency, and the lever action applied to a weapon by using both hands is precisely what I meant: its a force multiplier, and thus only relevant to weapons that require speed and force.</p><p></p><p> If the stats that fit the weapon are already on the weapons table, why not just use them rather than having to rebuild from the ground up? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p>(By the way, note that a ranged weapon, even a thrown one, defaults to using Dex. If you want someone to be able to apply Str to hit and damage, you need to give it finesse. )</p><p></p><p> Something else that might be worth considering and/or changing the rules for if you implement your new system: interaction with feats. For example darts, as a ranged weapon can be used with the extra damage from sharpshooter, whereas daggers can't.</p><p>Likewise pressure from players who want the best of both worlds in being able to dump Str but still get the damage of a Great Weapon Master feat user.</p><p></p><p> I think the criteria were a mix of the fantasy and RL weapons associated with some of the eastern martial art styles. So you've got repurposed farming implements and 'peasant' weapons like clubs (sai, tonfa, nunchaku), staff (bo, jo, hanbo) etc. Alongside the more mythological shuriken and "ninja-sword".</p><p></p><p>I understand what you mean when you say that whether a weapon is considered a 'monk weapon' is probably best put in the monk class description. But your system is all about creating new weapons individually, so people will be coming up with new weapons all of the time. Having a 'monk weapon' designation will save you having to update the monk class features every time someone comes up with a new weapon variant that they want their monk to use.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7148117, member: 6802951"] Skill is already covered by proficiency, and the lever action applied to a weapon by using both hands is precisely what I meant: its a force multiplier, and thus only relevant to weapons that require speed and force. If the stats that fit the weapon are already on the weapons table, why not just use them rather than having to rebuild from the ground up? :-) (By the way, note that a ranged weapon, even a thrown one, defaults to using Dex. If you want someone to be able to apply Str to hit and damage, you need to give it finesse. ) Something else that might be worth considering and/or changing the rules for if you implement your new system: interaction with feats. For example darts, as a ranged weapon can be used with the extra damage from sharpshooter, whereas daggers can't. Likewise pressure from players who want the best of both worlds in being able to dump Str but still get the damage of a Great Weapon Master feat user. I think the criteria were a mix of the fantasy and RL weapons associated with some of the eastern martial art styles. So you've got repurposed farming implements and 'peasant' weapons like clubs (sai, tonfa, nunchaku), staff (bo, jo, hanbo) etc. Alongside the more mythological shuriken and "ninja-sword". I understand what you mean when you say that whether a weapon is considered a 'monk weapon' is probably best put in the monk class description. But your system is all about creating new weapons individually, so people will be coming up with new weapons all of the time. Having a 'monk weapon' designation will save you having to update the monk class features every time someone comes up with a new weapon variant that they want their monk to use. [/QUOTE]
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