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<blockquote data-quote="Glak" data-source="post: 4847965" data-attributes="member: 21495"><p>In the PHB we have melee and ranged weapons. It doesn't take much of a stretch to define a few area weapons.</p><p></p><p>Here are the rules for area weapons, followed by some powers:</p><p></p><p>1) Area weapons a name, proficiency bonus, damage, price, weight, and group.</p><p></p><p>2) Area weapons have two ranges separated by a slash. This is just like ranged weapons.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>MILITARY AREA WEAPON, ONE HANDED</p><p>Name: Grenade</p><p>Proficiency: +1</p><p>Damage: 1d6</p><p>Range: 5/10</p><p>Area: burst 1</p><p>Price: 1 gp for 5</p><p>Weight: 1/2 lb</p><p>Group: Gunpowder</p><p>Properties: none</p><p></p><p>MILITARY AREA WEAPON, TWO HANDED</p><p>Name: Fowling Piece</p><p>Proficiency: +2</p><p>Damage: 1d8</p><p>Range: 15/30</p><p>Area: 1 square</p><p>Price: 25 gp</p><p>Weight: 4 lb</p><p>Group: Gunpowder</p><p>Properties: none</p><p></p><p></p><p>SUPERIOR AREA WEAPON, TWO HANDED</p><p>Name: Mortar</p><p>Proficiency: +1</p><p>Damage: 1d6</p><p>Range: 10/20</p><p>Area: burst 1</p><p>Price: 35 gp</p><p>Weight: 8 lb</p><p>Group: Gunpowder</p><p>Properties: none</p></blockquote><p></p>
[QUOTE="Glak, post: 4847965, member: 21495"] 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 [/QUOTE]
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