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General Tabletop Discussion
*Pathfinder & Starfinder
April 17, rule of 3
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<blockquote data-quote="howandwhy99" data-source="post: 5883262" data-attributes="member: 3192"><p>So here's my thing about unique weapons. They were changed from "everything does 1d6" to make them <em>more</em> than aesthetically interesting. </p><p></p><p>Right, everything is modular-optional with a personal choice to include for any of these, but unique mechanical traits can be added without ruining the balance or fun of a game system. First, four categories by training, below average (m-u), average (th), above average (clr), and elite (fighters). Like Simple, Martial, Exotic, <em>most</em> of the weapons proficiently available to a character improve with their level of training. (there are definitely exceptions) Ranged, melee, hand-to-hand, and even non-combat uses are all just further means to create uniqueness for a particular weapon. Here are some more: amount of variable damage, linear and curvilinear odds of damage, the newer critical damage modifiers and threat ranges, the length of a weapon, the substance it is created in, their utility in special attacks like tripping, snagging, locking, riding use, underwater, readied, etc., if they are thrown or propelled, how they work in one or more hands, how they even work in combination with each other, the environment, one's allies, the enemy, and with items that aren't weaponry.</p><p></p><p>The thing is, every single one of these weapons is arguably better than any other in a different given situation. The lower damage dealing weapons typically aren't as valuable, so that are rated as such. However, this is primarily because they are not as commonly useful in regards to XP gaining acts by a class within the specific setting being played. It is a weapon's regularity of value that makes it better than others in a given setting.</p><p></p><p>A big part of the combat strategy game can be planning how to take out an enemy, preparing with particular weaponry, and then using the best available weapons with a particular strategy. It's about using the best tool for the job and have the judgment on how to do so.</p><p></p><p>Just please to remember to allow for the inclusion of the strategic level of combat in the game before going "everything is uniform" again.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5883262, member: 3192"] So here's my thing about unique weapons. They were changed from "everything does 1d6" to make them [i]more[/i] than aesthetically interesting. Right, everything is modular-optional with a personal choice to include for any of these, but unique mechanical traits can be added without ruining the balance or fun of a game system. First, four categories by training, below average (m-u), average (th), above average (clr), and elite (fighters). Like Simple, Martial, Exotic, [i]most[/i] of the weapons proficiently available to a character improve with their level of training. (there are definitely exceptions) Ranged, melee, hand-to-hand, and even non-combat uses are all just further means to create uniqueness for a particular weapon. Here are some more: amount of variable damage, linear and curvilinear odds of damage, the newer critical damage modifiers and threat ranges, the length of a weapon, the substance it is created in, their utility in special attacks like tripping, snagging, locking, riding use, underwater, readied, etc., if they are thrown or propelled, how they work in one or more hands, how they even work in combination with each other, the environment, one's allies, the enemy, and with items that aren't weaponry. The thing is, every single one of these weapons is arguably better than any other in a different given situation. The lower damage dealing weapons typically aren't as valuable, so that are rated as such. However, this is primarily because they are not as commonly useful in regards to XP gaining acts by a class within the specific setting being played. It is a weapon's regularity of value that makes it better than others in a given setting. A big part of the combat strategy game can be planning how to take out an enemy, preparing with particular weaponry, and then using the best available weapons with a particular strategy. It's about using the best tool for the job and have the judgment on how to do so. Just please to remember to allow for the inclusion of the strategic level of combat in the game before going "everything is uniform" again. [/QUOTE]
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April 17, rule of 3
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