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Fantasy Concepts: An OGL Fantasy Saga Project
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<blockquote data-quote="Mokona" data-source="post: 3652388" data-attributes="member: 24891"><p><strong>Weapon Equipment</strong></p><p></p><p>I approach this project with two goals. Do you all agree?</p><p></p><p>1. We should make a few changes as necessary to accomplish Fantasy. As few changes to <strong>Dungeons & Dragons</strong> v.3.5 and as few changes as we can to <em>Saga</em>.</p><p></p><p>2. We should remain compatible with as much <strong>D&D</strong> related material as possible. By such a statement I meant to include <strong>d20</strong> (and some OGL) material.</p><p></p><p>Therefore I present my theory on weapons. <em>Saga</em> has six weapon proficiencies (advanced melee weapons, heavy weapons, lightsabers, pistols, rifles, and simple weapons) plus the open-ended Exotic category. <em>Unearthe Arcana</em> (<strong>Wizards of the Coast</strong>, pg. 94-97) presents fifteen (15) weapon groups plus two meta-groups (Exotic and Exotic Double Weapons).</p><p></p><p>In <em>Star Wars</em> everyone starts with simple weapons and pistols (except the Jedi who replaces pistols with lightsabers proficiency). The scout and warrior classes add rifles (total 3 weapon proficiencies). Other than weapon proficiencies every class gets one (1) bonus predetermined feat, though some have to meet requirements to qualify. In addition to all that the warrior gets an additional bonus feat: Armor Proficiency (medium).</p><p></p><p>Warriors in <em>Saga</em> are not proficient with all weapon categories (they start with neither advanced melee nor heavy weapons and it probably goes without saying that they don't have lightsabers proficiency). Fighters under the <em>Unearthed Arcana</em> system receive five (5) starting weapon group feats while Clerics get three (3), Rogues get three (3), and Wizards get one. Remember there are fifteen weapons groups to choose from.</p><p></p><p>I would not redesign or reduce the number of weapons in any way; I don't see why we would want to invalidate all those sourcebooks out there (which contain weapons). I would, however, reduce the number of feats needed to become proficient in most or all of those weapons. Given the multiclass rules in <em>Saga</em> I would use steal the weapon group feat concept from <em>Unearthed Arcana</em> but reduce the number of groups (and reassign weapons to more sensible groups) to six plus leaving Exotic and Exotic Double Weapons as they stand (the 7th and 8th group).</p><p></p><p>Depending on how the groups are defined, Fighter should be able to choose their own groups at first level (but not be allowed to choose either Exotic group). Fighters could take the Exotic groups with the 2nd+ level bonus feat, the human bonus feat, or the 1st level feat that all characters receive. I'd give Fighters and Clerics three starting weapons while Rogues and Wizards got two starting weapons (every character should have a melee group and a ragned attack group).</p><p></p><p>I'd use the simplest method to power up weapons in order to get above Damage Thresholds. All dice of damage (manufactured or natural) for weapons are doubled. Short swords do 2d6, Longswords do 2d8, Greatswords do 2d12, and converting <em>Monster Manual</em> monsters is easy (Hill Giants do greatclub 4d8+10 or rock 4d6+7).</p><p></p><p>PS: I know that greatswords start with 2d6 damage but I think it's too good and it isn't elegant because all other sword/axe comparisons use the same damage die but different critical hit stats except Greatsword (2d6) versus Greataxe (1d12). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /></p></blockquote><p></p>
[QUOTE="Mokona, post: 3652388, member: 24891"] [b]Weapon Equipment[/b] I approach this project with two goals. Do you all agree? 1. We should make a few changes as necessary to accomplish Fantasy. As few changes to [B]Dungeons & Dragons[/B] v.3.5 and as few changes as we can to [I]Saga[/I]. 2. We should remain compatible with as much [B]D&D[/B] related material as possible. By such a statement I meant to include [B]d20[/B] (and some OGL) material. Therefore I present my theory on weapons. [i]Saga[/i] has six weapon proficiencies (advanced melee weapons, heavy weapons, lightsabers, pistols, rifles, and simple weapons) plus the open-ended Exotic category. [I]Unearthe Arcana[/I] ([B]Wizards of the Coast[/B], pg. 94-97) presents fifteen (15) weapon groups plus two meta-groups (Exotic and Exotic Double Weapons). In [i]Star Wars[/i] everyone starts with simple weapons and pistols (except the Jedi who replaces pistols with lightsabers proficiency). The scout and warrior classes add rifles (total 3 weapon proficiencies). Other than weapon proficiencies every class gets one (1) bonus predetermined feat, though some have to meet requirements to qualify. In addition to all that the warrior gets an additional bonus feat: Armor Proficiency (medium). Warriors in [i]Saga[/i] are not proficient with all weapon categories (they start with neither advanced melee nor heavy weapons and it probably goes without saying that they don't have lightsabers proficiency). Fighters under the [I]Unearthed Arcana[/I] system receive five (5) starting weapon group feats while Clerics get three (3), Rogues get three (3), and Wizards get one. Remember there are fifteen weapons groups to choose from. I would not redesign or reduce the number of weapons in any way; I don't see why we would want to invalidate all those sourcebooks out there (which contain weapons). I would, however, reduce the number of feats needed to become proficient in most or all of those weapons. Given the multiclass rules in [i]Saga[/i] I would use steal the weapon group feat concept from [i]Unearthed Arcana[/i] but reduce the number of groups (and reassign weapons to more sensible groups) to six plus leaving Exotic and Exotic Double Weapons as they stand (the 7th and 8th group). Depending on how the groups are defined, Fighter should be able to choose their own groups at first level (but not be allowed to choose either Exotic group). Fighters could take the Exotic groups with the 2nd+ level bonus feat, the human bonus feat, or the 1st level feat that all characters receive. I'd give Fighters and Clerics three starting weapons while Rogues and Wizards got two starting weapons (every character should have a melee group and a ragned attack group). I'd use the simplest method to power up weapons in order to get above Damage Thresholds. All dice of damage (manufactured or natural) for weapons are doubled. Short swords do 2d6, Longswords do 2d8, Greatswords do 2d12, and converting [I]Monster Manual[/I] monsters is easy (Hill Giants do greatclub 4d8+10 or rock 4d6+7). PS: I know that greatswords start with 2d6 damage but I think it's too good and it isn't elegant because all other sword/axe comparisons use the same damage die but different critical hit stats except Greatsword (2d6) versus Greataxe (1d12). :mad: [/QUOTE]
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