Area Weapons

Glak

First Post
In the PHB we have melee and ranged weapons. It doesn't take much of a stretch to define a few area weapons.

Here are the rules for area weapons, followed by some powers:

1) Area weapons a name, proficiency bonus, damage, price, weight, and group.

2) Area weapons have two ranges separated by a slash. This is just like ranged weapons.

3) Area weapons define an area, usually a close burst. When attacking with an area weapon do not select a target, instead determine the area that will be attacked. Each target in the area is attacked.

4) Area weapons can be used to make area basic attacks. Area weapons usually require mixing up an unstable explosive compound. Getting the proportions correct is difficult and thus Intelligence is used for making the attack roll against AC. The attack deals W + Intelligence modifier damage to every target hit by the attack.

Design Note: The powers for classes using area weapons are a mix of vs reflex, fortitude, and AC (even a few with will) so I decided to give them a lower proficiency bonus, either +1 or +2. This does make them slightly worse at making basic attacks vs AC. However these weapons are powerful in other ways. I am a little concerned that having a +1 means that the penalty for non-proficiency is a little low.

MILITARY AREA WEAPON, ONE HANDED
Name: Grenade
Proficiency: +1
Damage: 1d6
Range: 5/10
Area: burst 1
Price: 1 gp for 5
Weight: 1/2 lb
Group: Gunpowder
Properties: none

MILITARY AREA WEAPON, TWO HANDED
Name: Fowling Piece
Proficiency: +2
Damage: 1d8
Range: 15/30
Area: 1 square
Price: 25 gp
Weight: 4 lb
Group: Gunpowder
Properties: none


SUPERIOR AREA WEAPON, TWO HANDED
Name: Mortar
Proficiency: +1
Damage: 1d6
Range: 10/20
Area: burst 1
Price: 35 gp
Weight: 8 lb
Group: Gunpowder
Properties: none
 

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Here are my area weapon rules.

Area (Weapon Property): The area property on a weapon is shown as Area (insert number here). For the purposes of cover and other modifiers, treat an area weapon as a ranged weapon. However, do not add your Dexterity modifier to the attack or damage rolls. An area weapon makes a burst attack against reflex when used, with a burst size equal to the number after Area, dealing 1 (W) damage to each target it hits.

Hand Grenade
Military one handed ranged weapon
Range: 5-10
Proficiency Bonus: +2
Damage: 1d4
Weight: 1 lb.
Price: 10 gp
Properties: Area 1, Light Thrown
A hand grenade is a small explosive device, light enough to be thrown easily in one hand.

My alternative rules are:

Hand Grenade
Military one handed ranged weapon
Weight: 1 lb.
Price: 10 gp
Properties: This weapon grants you the hand grenade power.
A hand grenade is a small explosive device, light enough to be thrown easily in one hand.
Group: Grenade

Hand Grenade
You hurl your hand grenade, and it detonates, blowing up everything near it.
At-Will
Standard Action Close
burst 1 within 10
Target: All creatures in burst.
Requirement: To use this power, you must throw your hand grenade.
Attack: - vs. Reflex
Effect: Your hand grenade explodes.
Hit: 1d4 damage, and the target is pushed 1 square.
Special: If you are proficient with the hand grenade, you gain a +2 bonus to this power's attack rolls.
Special: When this power says "and the target is pushed 1 square" it means pushed one square away from the centre of the burst. The target at the centre of the burst is pushed 1 square away from you.
Special: At 21st level, increase to 2d4 damage, and the target is knocked prone.
 

Those rules are pretty cool but that isn't what I am going for. What you have is good for adding in grenades as a special kind of weapon. What I am doing is adding in a whole new category of weapons with the intent that they be as different from ranged as ranged is from melee. If my area weapons were ranged weapons then they could be used with powers such as the ranged build for the ranger. By being in a different weapon category it will allow me to craft classes with powers that are used with area weapons, for example my setting has a grenadier. He is a martial controller. It wouldn't make sense for him to use his various types of explosives with a bow.
 

Hmmm. Might make an observation about this.

Our groups mage justifies his role in the group through his ability to damage multiple enemies. If it werent for this, he would be pretty lame compared to martial classes who (so far) really pump damage.

When going through this excercise, I would advise to measure against the controller classes and ensure you arent just making them irrelevent and giving more power to the classes who didnt really need it.

Our group biggest damage dealer is an archer ranger. Im just imagining what happens when he starts applying area effects to all of those ranged abilities of his. Probably end up turning him into some sort of "super class!". Or did ranged powers not apply to grenade weapons? If not, what powers do apply to grenade weapons?
 

Bob: You made my point exactly. The whole point of this type of weapon, "Area Weapons" is so that this doesn't mess with roles or powers. Rangers can't use their powers with these weapons because all of the Ranger powers specify either melee or ranged weapons. Wizards won't get upstaged as controllers because the main users of these weapons will be martial controllers. True, it is possible that a non-controller character can spend a feat to become proficient in an area weapon and then use it to make basic attacks. However the results won't be much better than a wizard using a longbow in an attempt to be a striker.

So really the question is, if you were a martial controller would these weapons satisfy you? Are they fair? What kinds of rule details do I need to worry about? What about the fact that these are only +1 or +2 for proficient users? Should they all be +2 and +3? I'm starting to learn that way. Originally I had them +0 and +1 with the basic attack vs reflex but then I decided that it would mean the nonproficient users could use them too easily. I could make them +2 or +3 and then when I target a defense other than AC it will be a perk, like the rogue at-will that hits vs Reflex.
 

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