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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Ditch Weapon And Armor Lists
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<blockquote data-quote="BobTheNob" data-source="post: 5968080" data-attributes="member: 82425"><p>Ditto, but only in so far as it falls a bit shy of where I want it to go to.</p><p></p><p>If there was one thing that I hate its stupidly long weapon lists that contain 99% "why would I bother" options and a 1% short list of feasible options. When that happens, its a waste of page space and missed design potential.</p><p></p><p>I do stress missed design potential. As many have suggested, you could have weapons (and armor) bring unique mechanics to the game. So we stop trying to differentiate weapons by damage and speed, and try to differentiate on unique features.</p><p></p><p>So</p><p>Scimitars : Good against low armor opponents</p><p>Long Spear : Bonus when receiving a charge</p><p>Flail : Bonus Disarming, Bonus vs shields</p><p></p><p>...and so forth.</p><p></p><p>Make weapons distinct in what they can do, not just a damage roll.</p></blockquote><p></p>
[QUOTE="BobTheNob, post: 5968080, member: 82425"] Ditto, but only in so far as it falls a bit shy of where I want it to go to. If there was one thing that I hate its stupidly long weapon lists that contain 99% "why would I bother" options and a 1% short list of feasible options. When that happens, its a waste of page space and missed design potential. I do stress missed design potential. As many have suggested, you could have weapons (and armor) bring unique mechanics to the game. So we stop trying to differentiate weapons by damage and speed, and try to differentiate on unique features. So Scimitars : Good against low armor opponents Long Spear : Bonus when receiving a charge Flail : Bonus Disarming, Bonus vs shields ...and so forth. Make weapons distinct in what they can do, not just a damage roll. [/QUOTE]
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Community
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Ditch Weapon And Armor Lists
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