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Custom Weapons Thread (Warning - images)
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<blockquote data-quote="Maro" data-source="post: 5475130" data-attributes="member: 6670132"><p>I am glad to see that this thread hasn't been forgotten!</p><p></p><p>Thank you, Grimgrin; I was going to get around to posting some stats for these, but real life has a way of distracting me from what is truly important <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>I think I'm going to change all instances of the Flail weapon-type to "Chain", and then I can keep my fantasy of realism while being able to have things such as Whips and Urumis as fit within it.</p><p></p><p>Regarding the Urumi, I think I'm going to add a property similar to what you did with the Chakram, but for melee basic attacks.</p><p></p><p>The Macuahuitl - I forgot to include that I want both a One and a Two handed version of this weapon, as was consistant with its actual usage. I like the "Serated Edge" property, but I think I'd like to beef it up a bit - perhaps 1d6 of ongoing damage...but as a caveat, instead of it being attributable to Critical Hits, have it work in a similar way to bone weapons in Dark Sun - when the obsidian shatters it causes the ongoing damage, and having it require re-fitting with obsidian (or, if it's a magical Macuahuitl, having it regrow obsidian after a short rest or something). This will also be towards the end of my Campaign, so I think that the damage boost will be a nice way to have it keep pace and be an attractive weapon for higher-level players.</p><p></p><p>The Chakram also had another use - it would be stored on a warrior's arm until its use, providing them some defense (or rather, offense) against foes who tried to grapple with the wielder. Perhaps if the Chakram is worn in this way, it provides...say...1d4 or 1d6 damage to foes attempting this?</p><p></p><p>The Francisca is meant to be an actual throwing axe, whereas the handaxe seems to me to be basically a hatchet that someone is throwing.</p><p></p><p>The Pata sounds too similar to the Katar, which is basically a short sword variant. I was thinking of having it be a d8, giving it the offhand property, and if two are wielded, having it take up the arm slot as well (since the gauntlet portion goes down to the elbow) as it doesn't leave room for bracers and/or a shield. Likewise, I thought that a pair of them could be enchanted with a bracer enchantment as well...which, though I didn't say this, fits with my campaign as I will be allowing multiple enchantments per weapon as per 3.5, though I'm still working on the mechanism for this as well (Thinking so far that for the Enchant Magic Weapon ritual, a DC of 10 is required to succeed at all, and every 10 above that allows for another enchantment to be placed upon it [requiring that all enchantments be placed at the same time, and with a 20% cumulative component cost increase on every enchantment after the first - so one enchantment would be '1x', two would be '1+x1.2y', three would be '1x+1.2y+1.4z', etc] - Man, this is a LONG PARENTHETICAL STATEMENT).</p><p></p><p>I was also thinking of having certain weapons (Namely the Urumi, Pata, and Tiger Head, plus whichever of the suggested ones you provided you think are applicable) being usable only with 'Master Training', as is in the DMG2, as these are weapons whose technique is quite difficult to master without special training, and can cause injury to the person if not proficient. </p><p></p><p>Thank you very much for your suggestions! I do remember the Three-Sectioned Staff and the Nekode from my looking at them somewhere...</p><p></p><p>Golem: I have heard that it was on that show, but I haven't seen that episode. Perhaps I'll see if I can find it on Youtube!</p></blockquote><p></p>
[QUOTE="Maro, post: 5475130, member: 6670132"] I am glad to see that this thread hasn't been forgotten! Thank you, Grimgrin; I was going to get around to posting some stats for these, but real life has a way of distracting me from what is truly important :P I think I'm going to change all instances of the Flail weapon-type to "Chain", and then I can keep my fantasy of realism while being able to have things such as Whips and Urumis as fit within it. Regarding the Urumi, I think I'm going to add a property similar to what you did with the Chakram, but for melee basic attacks. The Macuahuitl - I forgot to include that I want both a One and a Two handed version of this weapon, as was consistant with its actual usage. I like the "Serated Edge" property, but I think I'd like to beef it up a bit - perhaps 1d6 of ongoing damage...but as a caveat, instead of it being attributable to Critical Hits, have it work in a similar way to bone weapons in Dark Sun - when the obsidian shatters it causes the ongoing damage, and having it require re-fitting with obsidian (or, if it's a magical Macuahuitl, having it regrow obsidian after a short rest or something). This will also be towards the end of my Campaign, so I think that the damage boost will be a nice way to have it keep pace and be an attractive weapon for higher-level players. The Chakram also had another use - it would be stored on a warrior's arm until its use, providing them some defense (or rather, offense) against foes who tried to grapple with the wielder. Perhaps if the Chakram is worn in this way, it provides...say...1d4 or 1d6 damage to foes attempting this? The Francisca is meant to be an actual throwing axe, whereas the handaxe seems to me to be basically a hatchet that someone is throwing. The Pata sounds too similar to the Katar, which is basically a short sword variant. I was thinking of having it be a d8, giving it the offhand property, and if two are wielded, having it take up the arm slot as well (since the gauntlet portion goes down to the elbow) as it doesn't leave room for bracers and/or a shield. Likewise, I thought that a pair of them could be enchanted with a bracer enchantment as well...which, though I didn't say this, fits with my campaign as I will be allowing multiple enchantments per weapon as per 3.5, though I'm still working on the mechanism for this as well (Thinking so far that for the Enchant Magic Weapon ritual, a DC of 10 is required to succeed at all, and every 10 above that allows for another enchantment to be placed upon it [requiring that all enchantments be placed at the same time, and with a 20% cumulative component cost increase on every enchantment after the first - so one enchantment would be '1x', two would be '1+x1.2y', three would be '1x+1.2y+1.4z', etc] - Man, this is a LONG PARENTHETICAL STATEMENT). I was also thinking of having certain weapons (Namely the Urumi, Pata, and Tiger Head, plus whichever of the suggested ones you provided you think are applicable) being usable only with 'Master Training', as is in the DMG2, as these are weapons whose technique is quite difficult to master without special training, and can cause injury to the person if not proficient. Thank you very much for your suggestions! I do remember the Three-Sectioned Staff and the Nekode from my looking at them somewhere... Golem: I have heard that it was on that show, but I haven't seen that episode. Perhaps I'll see if I can find it on Youtube! [/QUOTE]
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