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*Pathfinder & Starfinder
Could All Weapons Just Do The Same Damage?
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<blockquote data-quote="DanmarLOK" data-source="post: 4506055" data-attributes="member: 71480"><p>These thoughts do beg the question how to deal with simple/military/superior ratings. Perhaps something to the effect: </p><p>Lower both the prof and damage to get a simple weapon, increase the damage or give it a special property to get a military weapon, increase damage and give it a special property to get a superior weapon?</p><p>Also obviously some changes aren't as impacting as others. Changing 'down' a 2d6 weapon to a 1d12 weapon is technically lowering it but by only .5 damage (7 average versus 6.5 average). But a drop from 1d10 to 2d4 is another drop of only .5 where as a drop from 1d10 to 1d8 is a drop of 1.0 damage averages. </p><p></p><p>This is what happens when you have multiples of dice for damage. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It throws averages off. 1d2, 1d4, 1d6, 1d8, 1d10, 1d12 all scale by 1 average damage. When you start tossing in the 2d4's ad 2d6's that things get wonky in terms of 'value'.</p><p></p><p>And what value does range have? Right now bows get range, +2 proficiency and a 1d10 damage. So it's got both a reduced damage and proficiency over our average 2 handed weapon here. </p><p></p><p>But the shortbow, also a +2 prof but only a 1d8 damage, is doing both less damage and has less range. Does the keyword small justify that?</p><p></p><p>The crossbow, is +2 prof (-1 on our scale) and is down 2 damage dice (2d6 > 1d10 > 1d8). So it's at -3 points on our scale. Two of those pay for the simple rating, the third pays for the range but then it gets skewed because it has the Load Minor disadvantage. Not much of one and you do have to draw the line somewhere with the limited scale we have to adjust things. </p><p></p><p>Of course we're veering off the OP here because all we've done is come up with a way to create/recreate new and existing weapons in the game that are just as complex as they already are. </p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DanmarLOK, post: 4506055, member: 71480"] These thoughts do beg the question how to deal with simple/military/superior ratings. Perhaps something to the effect: Lower both the prof and damage to get a simple weapon, increase the damage or give it a special property to get a military weapon, increase damage and give it a special property to get a superior weapon? Also obviously some changes aren't as impacting as others. Changing 'down' a 2d6 weapon to a 1d12 weapon is technically lowering it but by only .5 damage (7 average versus 6.5 average). But a drop from 1d10 to 2d4 is another drop of only .5 where as a drop from 1d10 to 1d8 is a drop of 1.0 damage averages. This is what happens when you have multiples of dice for damage. :) It throws averages off. 1d2, 1d4, 1d6, 1d8, 1d10, 1d12 all scale by 1 average damage. When you start tossing in the 2d4's ad 2d6's that things get wonky in terms of 'value'. And what value does range have? Right now bows get range, +2 proficiency and a 1d10 damage. So it's got both a reduced damage and proficiency over our average 2 handed weapon here. But the shortbow, also a +2 prof but only a 1d8 damage, is doing both less damage and has less range. Does the keyword small justify that? The crossbow, is +2 prof (-1 on our scale) and is down 2 damage dice (2d6 > 1d10 > 1d8). So it's at -3 points on our scale. Two of those pay for the simple rating, the third pays for the range but then it gets skewed because it has the Load Minor disadvantage. Not much of one and you do have to draw the line somewhere with the limited scale we have to adjust things. Of course we're veering off the OP here because all we've done is come up with a way to create/recreate new and existing weapons in the game that are just as complex as they already are. :) [/QUOTE]
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Could All Weapons Just Do The Same Damage?
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