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General Tabletop Discussion
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Balance Query Re: Homebrew Weapons
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<blockquote data-quote="DEFCON 1" data-source="post: 7953384" data-attributes="member: 7006"><p>I always default to the same methodology-- I take the fluff off of every weapon on the chart and just look at the mechanics (damage die, special properties, simple/martial/melee/ranged) and let the player take whatever is the "best" version of what they want that is currently available mechanics-wise. Then, they can fluff on top of it whatever "type" of weapon they want.</p><p></p><p>If a dwarf rogue wants to dual-wield finesse weapons... the best it could normally have would be the shortsword/scimitar 1d6 finesse, light. If the rogue player then decides for characterization and looks that he wants them to be handaxes... then yes, he can fluff those mechanics so that he dual-wields finessed, light handaxes that do 1d6 damage.</p><p></p><p>Same way the bugbear PC in my last Eberron campaign wanted to stick with the Eberron theming of goblinoids usually using chain weapons, while also wanting to use a two-handed weapon. So we took the mechanics of the maul and replaced the fluff with "two-handed great flail". And we were done-- perfectly balanced, no issues.</p><p></p><p>I mean let's be honest here... as someone said above the minute differences in the mechanics of the actual base weapons themselves become obsolete after Tier 1 anyway. At that point its going to be all the other class mechanics everyone gets that will be adding to damage which will more than cover over any differences between the different weapons themselves. A "martial finesse" handaxe that does 1d6 would be "slightly better" than a shortsword? Heh, well neither of those weapon's base stats will matter a lick when that rogue is adding in 3d6 extra damage for Sneak Attack. The slight difference between the shortsword and the new handaxe no longer matter in the slightest. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7953384, member: 7006"] I always default to the same methodology-- I take the fluff off of every weapon on the chart and just look at the mechanics (damage die, special properties, simple/martial/melee/ranged) and let the player take whatever is the "best" version of what they want that is currently available mechanics-wise. Then, they can fluff on top of it whatever "type" of weapon they want. If a dwarf rogue wants to dual-wield finesse weapons... the best it could normally have would be the shortsword/scimitar 1d6 finesse, light. If the rogue player then decides for characterization and looks that he wants them to be handaxes... then yes, he can fluff those mechanics so that he dual-wields finessed, light handaxes that do 1d6 damage. Same way the bugbear PC in my last Eberron campaign wanted to stick with the Eberron theming of goblinoids usually using chain weapons, while also wanting to use a two-handed weapon. So we took the mechanics of the maul and replaced the fluff with "two-handed great flail". And we were done-- perfectly balanced, no issues. I mean let's be honest here... as someone said above the minute differences in the mechanics of the actual base weapons themselves become obsolete after Tier 1 anyway. At that point its going to be all the other class mechanics everyone gets that will be adding to damage which will more than cover over any differences between the different weapons themselves. A "martial finesse" handaxe that does 1d6 would be "slightly better" than a shortsword? Heh, well neither of those weapon's base stats will matter a lick when that rogue is adding in 3d6 extra damage for Sneak Attack. The slight difference between the shortsword and the new handaxe no longer matter in the slightest. ;) [/QUOTE]
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