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Companion Thread to 5E Survivor - Weapons
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<blockquote data-quote="EzekielRaiden" data-source="post: 9008509" data-attributes="member: 6790260"><p>Whereas I would like to go the other direction.</p><p></p><p>Add properties which are <em>interesting</em> but which are incompatible with finesse. 4e had plenty of interesting ideas to mine (High Crit, Brutal N, Defensive, the unnamed but effectively existent "Accurate" property, Defensive, Stout), and you can bring in others too. E.g.:</p><ul> <li data-xf-list-type="ul">Finesse (Dex for attack/damage)</li> <li data-xf-list-type="ul">Brutal N (reroll damage die until it shows a total greater than N)</li> <li data-xf-list-type="ul">High Crit (+1d6/5 levels damage when landing a crit with this weapon)</li> <li data-xf-list-type="ul">Defensive (+1 AC when wielding at least one defensive weapon, does not stack with shields)</li> <li data-xf-list-type="ul">Stout (counts as a two-handed weapon for relevant features)</li> <li data-xf-list-type="ul">Heavy (not sure--perhaps multiplying your Strength bonus to damage?)</li> <li data-xf-list-type="ul">Reach (attack from further away)</li> <li data-xf-list-type="ul">Polearm (long-hafted weapon with potential uses for said haft)</li> <li data-xf-list-type="ul">Unstoppable (increase crit range by 1)</li> <li data-xf-list-type="ul">Savage (essentially, "advantage on damage")</li> <li data-xf-list-type="ul">Blunt (replace normal damage with average damage, rounded down, e.g. 1d6 -> 3)</li> <li data-xf-list-type="ul">Light/Heavy Thrown (can be used for non-improvised Dex/Str ranged attacks within a defined range)</li> <li data-xf-list-type="ul">Accurate (+1 to hit)</li> <li data-xf-list-type="ul">Shieldbreaking (+1 to hit against opponents benefiting from a shield or Defensive weapon)</li> <li data-xf-list-type="ul">Entangling (successful attack with this weapon counts as a grapple against the target)</li> <li data-xf-list-type="ul">Heavy draw (+Str <em>and</em> Dex to damage)</li> </ul><p>Etc.</p><p></p><p>Keep the names simple, the effects straightforward. Perhaps, if necessary, classify properties as "half" as big as others, e.g. Entangling, Stout, and Blunt are pretty weak for most weapons. Make a weapon list that ensures each property appears at least once on <em>something</em>, and then include <em>optional</em> DMG rules for designing new weapons with suggested point values for simple, martial, and exotic weapons. Perhaps some properties cost "nothing," as they are merely descriptive unless some other benefit (fighting style, feat, class feature) comes into play, e.g. heavy (if unmodified) or polearm.</p><p></p><p>Then I could finally have my defensive, accurate, reasonably-good-damage swordstaff. Which was not only a real weapon, but (apparently) a <a href="https://www.youtube.com/watch?v=-xIhCesfbYA" target="_blank">pretty useful one if you knew how to wield it</a>.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9008509, member: 6790260"] Whereas I would like to go the other direction. Add properties which are [I]interesting[/I] but which are incompatible with finesse. 4e had plenty of interesting ideas to mine (High Crit, Brutal N, Defensive, the unnamed but effectively existent "Accurate" property, Defensive, Stout), and you can bring in others too. E.g.: [LIST] [*]Finesse (Dex for attack/damage) [*]Brutal N (reroll damage die until it shows a total greater than N) [*]High Crit (+1d6/5 levels damage when landing a crit with this weapon) [*]Defensive (+1 AC when wielding at least one defensive weapon, does not stack with shields) [*]Stout (counts as a two-handed weapon for relevant features) [*]Heavy (not sure--perhaps multiplying your Strength bonus to damage?) [*]Reach (attack from further away) [*]Polearm (long-hafted weapon with potential uses for said haft) [*]Unstoppable (increase crit range by 1) [*]Savage (essentially, "advantage on damage") [*]Blunt (replace normal damage with average damage, rounded down, e.g. 1d6 -> 3) [*]Light/Heavy Thrown (can be used for non-improvised Dex/Str ranged attacks within a defined range) [*]Accurate (+1 to hit) [*]Shieldbreaking (+1 to hit against opponents benefiting from a shield or Defensive weapon) [*]Entangling (successful attack with this weapon counts as a grapple against the target) [*]Heavy draw (+Str [I]and[/I] Dex to damage) [/LIST] Etc. Keep the names simple, the effects straightforward. Perhaps, if necessary, classify properties as "half" as big as others, e.g. Entangling, Stout, and Blunt are pretty weak for most weapons. Make a weapon list that ensures each property appears at least once on [I]something[/I], and then include [I]optional[/I] DMG rules for designing new weapons with suggested point values for simple, martial, and exotic weapons. Perhaps some properties cost "nothing," as they are merely descriptive unless some other benefit (fighting style, feat, class feature) comes into play, e.g. heavy (if unmodified) or polearm. Then I could finally have my defensive, accurate, reasonably-good-damage swordstaff. Which was not only a real weapon, but (apparently) a [URL='https://www.youtube.com/watch?v=-xIhCesfbYA']pretty useful one if you knew how to wield it[/URL]. [/QUOTE]
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