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Are we back to Feat taxes?
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<blockquote data-quote="Crazy Jerome" data-source="post: 6057441" data-attributes="member: 54877"><p>Yes. I agree with that also, though I think the means of interaction should include examining assumptions, such as the replacing bonus damage on 2H weapons with bonus accuracy. </p><p> </p><p>I didn't get into the free hand(s) equivalents to that logic, because they are more complex, and I'm not at all sure which pieces would work well and which wouldn't, whereas I'm fairly certain that the 2H swap from damage to accuracy is a good choice. There would be others. </p><p> </p><p>But I do think that is the framework in which to approach it. Make the list of what having a hand free does for you. Then take into account that a shield or 2H weapon removes it, while being empty-handed enhances it. Now all the things that flow from that should be included in the model in ways that satisfy all the major playstyles. There will be some niche "empty hand" possibilities that will need to be shunted into classes or feats or maneuvers or magic or whatever because they are too complex or counter to other playstyles. Then there will be a core set that really distinguishes using unarmed styles or a single one-handed weapon. These are the ones that should be built into the default of having that hand free.</p><p> </p><p>And as the 2H (or dual weapon) accuracy bonus is critical but insufficient, there will also be other elements of having a shield, as well as distinctions between a big weapon versus smaller weapon(s).</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 6057441, member: 54877"] Yes. I agree with that also, though I think the means of interaction should include examining assumptions, such as the replacing bonus damage on 2H weapons with bonus accuracy. I didn't get into the free hand(s) equivalents to that logic, because they are more complex, and I'm not at all sure which pieces would work well and which wouldn't, whereas I'm fairly certain that the 2H swap from damage to accuracy is a good choice. There would be others. But I do think that is the framework in which to approach it. Make the list of what having a hand free does for you. Then take into account that a shield or 2H weapon removes it, while being empty-handed enhances it. Now all the things that flow from that should be included in the model in ways that satisfy all the major playstyles. There will be some niche "empty hand" possibilities that will need to be shunted into classes or feats or maneuvers or magic or whatever because they are too complex or counter to other playstyles. Then there will be a core set that really distinguishes using unarmed styles or a single one-handed weapon. These are the ones that should be built into the default of having that hand free. And as the 2H (or dual weapon) accuracy bonus is critical but insufficient, there will also be other elements of having a shield, as well as distinctions between a big weapon versus smaller weapon(s). [/QUOTE]
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