GoodKingJayIII
First Post
The extra crits more than made up for the slightly reduced damage die
Unless of course, you were attacking something that was immune to crits...
The extra crits more than made up for the slightly reduced damage die
GoodKingJayIII said:Unless of course, you were attacking something that was immune to crits...
I think the general framework of "power-adding-feats" will be that you have to sacrifice a power for it - either permanently, like for the multiclass feats, or on a case-by-case (encounter or daily) base (like Power of Aumanator).Spatula said:Ah good point, although in that case using any Channel Divinity power "uses up" all the others for the encounter.
When making single attacks with high crit weapon in two hands, yes, because of the overpowered 3.5 PA / 2H weapon conversion rate. When making multiple attacks, not so much. When using a rapier or scimitar 1H, not at all. All that assumes the target can be crit; against crit-immune targets (which are legion in 3e) such weapons are clearly inferior.frankthedm said:Only for the lowest levels. As levels go up in 3E, the weapon damage die mattered much less than the damage bonus. The extra crits more than made up for the slightly reduced damage die, notably with Scimitars / falchions and 2 for 1 Power attack.
ProfessorCirno said:Bingo![]()
QUARTERSTAFF FIGHTING DOES NOT WORK THAT WAY!
Kaffis said:Likewise. I want the rapier.
Cirex said:The rapier picture from 3.5 PHB was not a rapier, but a sable.
(Random clarification).
But is there really any mechanical difference between a "halfling greatsword" and a halfling wielding a normal longsword? Same thing with a halfling longsword... wouldn't that be pretty much the same as his human buddy's shortsword?CleverNickName said:Small: I think this is an over-simplification. I like to think that halflings are industrious enough to create "small-sized" versions of anything that humans use, from tea cups to greatswords. So it looks like I will have to write a houserule for this...probably something along the lines of a uniform damage penalty for smaller versions of weapons, instead of creating a whole new dice range. (-1)
Except you don't put "more ranks" into a skill like you did in 3E. Everyone's skill goes up at +1/2 per level, so everybody would be proficient in every weapon to some degree if such things were skills. A -2 rating seems pretty harsh for something that isn't really supported by the skill rules anyway, and individual weapon skills as a mechanic I don't think anyone really expected to be in a class-based game, either. If you think the Fighter class should be able to *not* choose any weapon training skills, well...Proficiencies: I would have liked to see this as a skill....Weapon Training (Simple), Weapon Training (Military), etc. The more ranks you invest in these skills, the higher the bonus you get when using weapons in that category. Oh well. It's more fun this way, apparently. (-2)