Aaron2
Explorer
In each case I will state the premise behind by suggested rules changes.
Bastard Swords – I want to create a new category of weapons these bastards.
1-As with Weapon Finesse, granting one exotic hand-and-a-half weapon isn’t much different, from a balance perspective, than granting them all.
2-There is not a clear distinction between Exotic-as-unusual and Exotic-as-extra-training.
3-The is the slight rules wonkyness of a rogue taking EWP(Bastard Sword) and being able to use it one handed but not two-handed.
So, I suggest changing the Bastard Sword, Dwarven Waraxe, et al to One-handed Heavy weapons with a new weapon proficiency feat:
HEAVY WEAPON PROFICIENCY [GENERAL]
Your great strength allows you to use massive weapons with ease.
Prerequisite: Base attack bonus +1, Str 13
Benefit: You may use Heavy weapons in one hand.
Normal: A character must wield a heavy weapon two handed or take a –4 penalty on attack rolls.
Special: The Strength prerequisite varies based on a character’s size. Small characters require Str 11 while Large characters require a Str 17. Add +4 to the prerequisite for each size above Large and subtract 2 for each size below Small.
A fighter may select Heavy Weapon Proficiency as one of his fighter bonus feats.
So, Heavy Weapon Proficiency allows a character to use all Heavy weapons. I added a Heavy Hammer (1d10 *2), reduced the Heavy Flail’s crit to *2 and made it a Heavy weapon. Finally, for grins, I made the Greatclub as a simple Heavy weapon.
Mighty Bows - I don’t like how Mighty Bows work for several reasons.
1-They violate the general rule of not adding Str bonus to ranged attacks.
1-Why should there be mighty bows when there are not mighty crossbows? Certainly, a crossbow can create the same force.
2-Mighty Bows don’t scale well. A Str 10 halfling should be able to do the same damage as a Str 10 human.
3-Mighty Bows (and by extension, ranged combat) are too good. Especially for giants and the like.
So, I’m suggesting changing a mighty bow to one that simply does and extra die size of damage. For example, a Mighty Longbow would do 1d10 damage. These weapons require a Str 14 to use. I picked that number because Str 14 gives +2 damage which is the same difference as between the max of 1d8 and 1d10. A Double Mighty Longbow would do 1d12 points of damage and require a Str of 18.
For changing the size of these weapons, adjust the minimum Strength up or down by 4. So a Halfling can use a Small Mighty Longbow that does 1d8 points of damage but requires a Str 10. (1d8 normal longbow -> 1d6 for small -> 1d8 for mighty).
Aaron
Bastard Swords – I want to create a new category of weapons these bastards.
1-As with Weapon Finesse, granting one exotic hand-and-a-half weapon isn’t much different, from a balance perspective, than granting them all.
2-There is not a clear distinction between Exotic-as-unusual and Exotic-as-extra-training.
3-The is the slight rules wonkyness of a rogue taking EWP(Bastard Sword) and being able to use it one handed but not two-handed.
So, I suggest changing the Bastard Sword, Dwarven Waraxe, et al to One-handed Heavy weapons with a new weapon proficiency feat:
HEAVY WEAPON PROFICIENCY [GENERAL]
Your great strength allows you to use massive weapons with ease.
Prerequisite: Base attack bonus +1, Str 13
Benefit: You may use Heavy weapons in one hand.
Normal: A character must wield a heavy weapon two handed or take a –4 penalty on attack rolls.
Special: The Strength prerequisite varies based on a character’s size. Small characters require Str 11 while Large characters require a Str 17. Add +4 to the prerequisite for each size above Large and subtract 2 for each size below Small.
A fighter may select Heavy Weapon Proficiency as one of his fighter bonus feats.
So, Heavy Weapon Proficiency allows a character to use all Heavy weapons. I added a Heavy Hammer (1d10 *2), reduced the Heavy Flail’s crit to *2 and made it a Heavy weapon. Finally, for grins, I made the Greatclub as a simple Heavy weapon.
Mighty Bows - I don’t like how Mighty Bows work for several reasons.
1-They violate the general rule of not adding Str bonus to ranged attacks.
1-Why should there be mighty bows when there are not mighty crossbows? Certainly, a crossbow can create the same force.
2-Mighty Bows don’t scale well. A Str 10 halfling should be able to do the same damage as a Str 10 human.
3-Mighty Bows (and by extension, ranged combat) are too good. Especially for giants and the like.
So, I’m suggesting changing a mighty bow to one that simply does and extra die size of damage. For example, a Mighty Longbow would do 1d10 damage. These weapons require a Str 14 to use. I picked that number because Str 14 gives +2 damage which is the same difference as between the max of 1d8 and 1d10. A Double Mighty Longbow would do 1d12 points of damage and require a Str of 18.
For changing the size of these weapons, adjust the minimum Strength up or down by 4. So a Halfling can use a Small Mighty Longbow that does 1d8 points of damage but requires a Str 10. (1d8 normal longbow -> 1d6 for small -> 1d8 for mighty).
Aaron
Last edited: