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Advanced Weapon Crafting
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<blockquote data-quote="Clay_More" data-source="post: 2917678" data-attributes="member: 9813"><p>Moved my response to Drexes down a bit.</p><p></p><p></p><p></p><p>I have already been working on doing some similar armor modification, as well as quite a lot more weapon modifications. I think its a neat idea if the Crafting process is so elaborate that players can customise their weapons to have really unique weapons, instead of everybody running around with a plain Longsword. I will update the list above when I finish my modifications, as well as adding new stuff.</p><p></p><p></p><p></p><p>I partly agree that a slight disadvantage might be in order, other than the increased price and the added weight. The disadvantage shouldn't, in my opinion, be too great though, a -1 attack penalty when using the weapon for piercing damage might be appropriate, when you take into consideration that you can easily find simple or martial weapons that have the capability to deal more than one type of damage. I fully agree that the modification should be for all weapons now that you mention it, instead of merely bladed ones.</p><p></p><p></p><p></p><p>It is correct that the fuller is there for lightness as well as stability, which is why I made the Blood Drain modification specifically say that it means a deeper fuller as compared to normal.</p><p></p><p></p><p></p><p>Well, to be honest, I was thinking that the largest of the two bonuses, the +4 Equipment bonus to the opposed roll when someone attempts to disarm the wielder, was appropriate since its a "passive" bonus which only applies when the opponent performs a certain action, while the +2 bonus is more "aggresive" since the wielder can attempt to disarm someone and gain this bonus. I thought it was a nice touch to differentiate between "passive" and "aggresive" bonuses, to give the image of a specifically defensive modification.</p><p></p><p></p><p></p><p>Funnily enough, someone else who read through the modifications thought that the Con bonus was excellent, it gives weapon-crafting a more "fantastic" feel. I guess I will leave this one to be a matter of the one using I presume. About the Tunnel Fighting though, I see your point. I unfortunately don't have the material where close-quarters fighting is presenetd (I have extremely little material available in general unfortunately), but perhaps I could make another modification with the bonus listed under Dwarf Tunnel Fighting, and add in some quality to Tunnel Fighting that makes it suitable for fighting while grappling. </p><p></p><p></p><p></p><p>I think that some weapons will look a little bit odd with a Falcata Curve, I could imagine a Rapier or Spear looking odd, but some Piercing weapons are more appropriate, such as a Short Sword or Picks seem more appropriate. Not sure how exactly to classify the Falcata Curve in a manner that makes sense. </p><p></p><p></p><p></p><p>I really wanted to use categories myself, and I was actually about to do so, but found out that monsters don't use armor categories, which makes it really hard to make a usable system that can apply to monsters too. Didn't know how else to do it other than making the modification based on armor bonus.</p><p></p><p></p><p></p><p>I actually had someone else suggest that it should only apply to one-handed weapons, which is fine by me, would be appropriate to make it a different modification so that Elf Craftsmanship is something which can be applied to all weapons. I am trying to come up with something appropriate for Elves though, I think using the Power Attack, Cleave or Sunder mechanics might be a bit mis-fitting, was thinking of leaving those for other races. </p><p></p><p></p><p></p><p>I thought it was actually a bit interesting combat-wise that you have a small benefit when using the opening offered to you by someone else, since AoO are basically something opponents "let you have" through their action.</p><p></p><p></p><p></p><p>Yeah, agree</p><p></p><p></p><p></p><p>Yet another book I don't have >.<</p><p>A -1 penalty to hit wouldn't be inappropriate in my opinion though, I will implement that.</p><p></p><p></p><p></p><p>What if the extra damage was awarded by dice, i.e. 1d4 points of extra damage (I did look it over and found the extra damage to be too specific). Hmmmm, thinking of some way to fix it, maybe give it extra damage based on weapon size. I think it is hard to get around the fact that a Serrated edge would be worse against armor than a normal edge.</p><p></p><p></p><p></p><p>I did consider using the name flamberge, wasn't sure if it was appropriate for smaller weapons though.. but.. errr. meh, not sure which is most appropriate.</p><p></p><p></p><p></p><p>Thanks a bundle mate, got me a few things to modify, will modify the post once I finish up, as well as adding the new abilities I am working on.</p></blockquote><p></p>
[QUOTE="Clay_More, post: 2917678, member: 9813"] Moved my response to Drexes down a bit. I have already been working on doing some similar armor modification, as well as quite a lot more weapon modifications. I think its a neat idea if the Crafting process is so elaborate that players can customise their weapons to have really unique weapons, instead of everybody running around with a plain Longsword. I will update the list above when I finish my modifications, as well as adding new stuff. I partly agree that a slight disadvantage might be in order, other than the increased price and the added weight. The disadvantage shouldn't, in my opinion, be too great though, a -1 attack penalty when using the weapon for piercing damage might be appropriate, when you take into consideration that you can easily find simple or martial weapons that have the capability to deal more than one type of damage. I fully agree that the modification should be for all weapons now that you mention it, instead of merely bladed ones. It is correct that the fuller is there for lightness as well as stability, which is why I made the Blood Drain modification specifically say that it means a deeper fuller as compared to normal. Well, to be honest, I was thinking that the largest of the two bonuses, the +4 Equipment bonus to the opposed roll when someone attempts to disarm the wielder, was appropriate since its a "passive" bonus which only applies when the opponent performs a certain action, while the +2 bonus is more "aggresive" since the wielder can attempt to disarm someone and gain this bonus. I thought it was a nice touch to differentiate between "passive" and "aggresive" bonuses, to give the image of a specifically defensive modification. Funnily enough, someone else who read through the modifications thought that the Con bonus was excellent, it gives weapon-crafting a more "fantastic" feel. I guess I will leave this one to be a matter of the one using I presume. About the Tunnel Fighting though, I see your point. I unfortunately don't have the material where close-quarters fighting is presenetd (I have extremely little material available in general unfortunately), but perhaps I could make another modification with the bonus listed under Dwarf Tunnel Fighting, and add in some quality to Tunnel Fighting that makes it suitable for fighting while grappling. I think that some weapons will look a little bit odd with a Falcata Curve, I could imagine a Rapier or Spear looking odd, but some Piercing weapons are more appropriate, such as a Short Sword or Picks seem more appropriate. Not sure how exactly to classify the Falcata Curve in a manner that makes sense. I really wanted to use categories myself, and I was actually about to do so, but found out that monsters don't use armor categories, which makes it really hard to make a usable system that can apply to monsters too. Didn't know how else to do it other than making the modification based on armor bonus. I actually had someone else suggest that it should only apply to one-handed weapons, which is fine by me, would be appropriate to make it a different modification so that Elf Craftsmanship is something which can be applied to all weapons. I am trying to come up with something appropriate for Elves though, I think using the Power Attack, Cleave or Sunder mechanics might be a bit mis-fitting, was thinking of leaving those for other races. I thought it was actually a bit interesting combat-wise that you have a small benefit when using the opening offered to you by someone else, since AoO are basically something opponents "let you have" through their action. Yeah, agree Yet another book I don't have >.< A -1 penalty to hit wouldn't be inappropriate in my opinion though, I will implement that. What if the extra damage was awarded by dice, i.e. 1d4 points of extra damage (I did look it over and found the extra damage to be too specific). Hmmmm, thinking of some way to fix it, maybe give it extra damage based on weapon size. I think it is hard to get around the fact that a Serrated edge would be worse against armor than a normal edge. I did consider using the name flamberge, wasn't sure if it was appropriate for smaller weapons though.. but.. errr. meh, not sure which is most appropriate. Thanks a bundle mate, got me a few things to modify, will modify the post once I finish up, as well as adding the new abilities I am working on. [/QUOTE]
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