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Fantasy Concepts: An OGL Fantasy Saga Project
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<blockquote data-quote="Chris_Nightwing" data-source="post: 3651887" data-attributes="member: 882"><p>In my experience, with the current weapon list, typically a character will choose one weapon and stick with it, because of feat investment and such. Additionally, the range of weapons used by the entire party is limited. Polearms are unpopular because damage-wise, they're worse, and mechanically the bonuses they grant are related to combat moves that slow things down. This is why I think the major types of weapon all need to be brought to the same level, so that it becomes less of a straight mechanical choice and more a flavour thing. That's not to say that some weapons can't still have interesting features, such as threat range or critical multiplier or double damage against a charge.</p><p></p><p>Streamlining would be better for new players not to have to wade through a list of difficult to understand weapon details. Weapon groups would make feat choices less rigid. Broad weapon groups (don't differentiate between big or small swords for instance) mean you have to dish out less proficiencies to get equivalent 3.5 fighters. Narrower groups make feat choices a bit more critical, and make a little more sense (one or two hands drastically changes how you use a weapon). Your Conan example was nice - he probably doesn't know how to use every weapon, but he's so damned good the -5 to hit doesn't bother him. Or perhaps he has a feat to reduce that (improvised weaponry, ignore non-proficiency penalties but can't use weapon feats, hence not a long term option).</p><p></p><p>On a related matter, it would be nice to see talents/feats related to fighting style. I remember the old combat and tactics rules were a bit broken, but when fitted into Baldur's Gate II they were great. One weapon, two weapons, two-handed weapon, sword and shield, they each have their own nuances. Sadly I think the duelist style one weapon and the sword and shield have been a bit neglected in 3.5.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 3651887, member: 882"] In my experience, with the current weapon list, typically a character will choose one weapon and stick with it, because of feat investment and such. Additionally, the range of weapons used by the entire party is limited. Polearms are unpopular because damage-wise, they're worse, and mechanically the bonuses they grant are related to combat moves that slow things down. This is why I think the major types of weapon all need to be brought to the same level, so that it becomes less of a straight mechanical choice and more a flavour thing. That's not to say that some weapons can't still have interesting features, such as threat range or critical multiplier or double damage against a charge. Streamlining would be better for new players not to have to wade through a list of difficult to understand weapon details. Weapon groups would make feat choices less rigid. Broad weapon groups (don't differentiate between big or small swords for instance) mean you have to dish out less proficiencies to get equivalent 3.5 fighters. Narrower groups make feat choices a bit more critical, and make a little more sense (one or two hands drastically changes how you use a weapon). Your Conan example was nice - he probably doesn't know how to use every weapon, but he's so damned good the -5 to hit doesn't bother him. Or perhaps he has a feat to reduce that (improvised weaponry, ignore non-proficiency penalties but can't use weapon feats, hence not a long term option). On a related matter, it would be nice to see talents/feats related to fighting style. I remember the old combat and tactics rules were a bit broken, but when fitted into Baldur's Gate II they were great. One weapon, two weapons, two-handed weapon, sword and shield, they each have their own nuances. Sadly I think the duelist style one weapon and the sword and shield have been a bit neglected in 3.5. [/QUOTE]
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