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EN5ider #29: As Good As His Blade: A Dozen New Weapon Properties
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<blockquote data-quote="Connorsrpg" data-source="post: 7677380" data-attributes="member: 19265"><p>[MENTION=7814]Moorcrys[/MENTION]. Thank you for your kind words. Funnily, I am not massive on weapons <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> We messed around with our own system before 5E, combining the best parts of several games we loved. Weapon Qualities/Properties seem to stick. WE were using Savage Worlds as a base and it seemed to be easy to bring in these things (from D&D, A Song of Ice and Fire RP etc). So now we are using 5E as the chasis to build our game around <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>I think the players really pushed the idea of weapon qualities. I love messing with all rules; races and now subclasses has been where I have spent most of my time with 5E. It is just this proposal that got accepted and seemed to have traction with players <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> I have a LOT more on the site if you look around the D&D pages. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Oh, and just to be sure, the "Culture" section for each weapon is at this stage nowhere near complete of course, but that has little effect on play. That is mainly there for GMs. Helps build specific cultural weapon lists.</p><p></p><p>So, complexity. Um, hasn't been a problem. We write all qualities on the PC sheet. I think we have most memorised. That is hard but helpful <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 7677380, member: 19265"] [MENTION=7814]Moorcrys[/MENTION]. Thank you for your kind words. Funnily, I am not massive on weapons ;) We messed around with our own system before 5E, combining the best parts of several games we loved. Weapon Qualities/Properties seem to stick. WE were using Savage Worlds as a base and it seemed to be easy to bring in these things (from D&D, A Song of Ice and Fire RP etc). So now we are using 5E as the chasis to build our game around ;) I think the players really pushed the idea of weapon qualities. I love messing with all rules; races and now subclasses has been where I have spent most of my time with 5E. It is just this proposal that got accepted and seemed to have traction with players ;) I have a LOT more on the site if you look around the D&D pages. :) Oh, and just to be sure, the "Culture" section for each weapon is at this stage nowhere near complete of course, but that has little effect on play. That is mainly there for GMs. Helps build specific cultural weapon lists. So, complexity. Um, hasn't been a problem. We write all qualities on the PC sheet. I think we have most memorised. That is hard but helpful ;) [/QUOTE]
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EN5ider #29: As Good As His Blade: A Dozen New Weapon Properties
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