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Bastard Sword, Mighty Bows et al.
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<blockquote data-quote="Aaron2" data-source="post: 1162384" data-attributes="member: 1436"><p><em>In each case I will state the premise behind by suggested rules changes.</em></p><p></p><p></p><p><strong>Bastard Swords</strong> – I want to create a new category of weapons these bastards.</p><p></p><p>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.</p><p>2-There is not a clear distinction between Exotic-as-unusual and Exotic-as-extra-training.</p><p>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.</p><p></p><p>So, I suggest changing the Bastard Sword, Dwarven Waraxe, et al to One-handed Heavy weapons with a new weapon proficiency feat:</p><p></p><p>HEAVY WEAPON PROFICIENCY [GENERAL]</p><p>Your great strength allows you to use massive weapons with ease.</p><p>Prerequisite: Base attack bonus +1, Str 13</p><p>Benefit: You may use Heavy weapons in one hand.</p><p>Normal: A character must wield a heavy weapon two handed or take a –4 penalty on attack rolls.</p><p>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.</p><p>A fighter may select Heavy Weapon Proficiency as one of his fighter bonus feats.</p><p></p><p>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.</p><p></p><p></p><p><strong>Mighty Bows</strong> - I don’t like how Mighty Bows work for several reasons.</p><p></p><p>1-They violate the general rule of not adding Str bonus to ranged attacks.</p><p>1-Why should there be mighty bows when there are not mighty crossbows? Certainly, a crossbow can create the same force.</p><p>2-Mighty Bows don’t scale well. A Str 10 halfling should be able to do the same damage as a Str 10 human. </p><p>3-Mighty Bows (and by extension, ranged combat) are too good. Especially for giants and the like.</p><p></p><p>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. </p><p></p><p>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).</p><p></p><p></p><p>Aaron</p></blockquote><p></p>
[QUOTE="Aaron2, post: 1162384, member: 1436"] [I]In each case I will state the premise behind by suggested rules changes.[/i] [B]Bastard Swords[/B] – 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. [B]Mighty Bows[/B] - 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 [/QUOTE]
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