Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Eliminating weapon damage ranges from the game.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kzach" data-source="post: 5285042" data-attributes="member: 56189"><p>I'm finding that, more and more, I prefer to have an implement-based character rather than a weapon-based one. It's just neater, more organised, more organic, the character just seems to 'work better'.</p><p></p><p>The restriction of a particular weapon has always been a thorn in my side. I much prefer weapon-groups. It's all fine and well if a character wants to specialize in a particular weapon as their signature style, but let's face it, there are only a few weapons that players actually use from the large list, simply because there are always stand-outs.</p><p></p><p>Instead of having a huge and complex list of weaponry, why not just make every power implement-based? In fact, do away with the concept of the implement/weapon dichotomy altogether, and just say that powers work with whatever weapon the character is proficient in.</p><p></p><p>You could still have brutal, stout, etc. properties, but simply say they apply only to the power damage. So a power might be 2d6 and your weapon is brutal 2. Better yet, only certain properties work with certain powers, much like fighter powers that get special bonuses based on the weapon wielded.</p><p></p><p>This way you could stress certain leanings with certain classes. Rogues, for instance, would generally not get brutal bonuses on their powers, thus making them lean towards lighter weapons. Fighters could get lots of brutal powers, whilst other classes could perhaps get 'accurate' weapons (+3 weapons could get the 'accurate' descriptor, adding +1 to the attack roll, since the proficiency bonuses would no longer mean anything).</p><p></p><p>Just spit-balling mainly, but I really do like the concept of divorcing damage from the weapon-type. It would both make things a lot simpler, and yet add another dimension to the game that I think would improve it.</p></blockquote><p></p>
[QUOTE="Kzach, post: 5285042, member: 56189"] I'm finding that, more and more, I prefer to have an implement-based character rather than a weapon-based one. It's just neater, more organised, more organic, the character just seems to 'work better'. The restriction of a particular weapon has always been a thorn in my side. I much prefer weapon-groups. It's all fine and well if a character wants to specialize in a particular weapon as their signature style, but let's face it, there are only a few weapons that players actually use from the large list, simply because there are always stand-outs. Instead of having a huge and complex list of weaponry, why not just make every power implement-based? In fact, do away with the concept of the implement/weapon dichotomy altogether, and just say that powers work with whatever weapon the character is proficient in. You could still have brutal, stout, etc. properties, but simply say they apply only to the power damage. So a power might be 2d6 and your weapon is brutal 2. Better yet, only certain properties work with certain powers, much like fighter powers that get special bonuses based on the weapon wielded. This way you could stress certain leanings with certain classes. Rogues, for instance, would generally not get brutal bonuses on their powers, thus making them lean towards lighter weapons. Fighters could get lots of brutal powers, whilst other classes could perhaps get 'accurate' weapons (+3 weapons could get the 'accurate' descriptor, adding +1 to the attack roll, since the proficiency bonuses would no longer mean anything). Just spit-balling mainly, but I really do like the concept of divorcing damage from the weapon-type. It would both make things a lot simpler, and yet add another dimension to the game that I think would improve it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Eliminating weapon damage ranges from the game.
Top