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Fighter Weapon Choice
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<blockquote data-quote="Zaruthustran" data-source="post: 6628361" data-attributes="member: 1457"><p>Y'all might want to go with 13th Age's conception of weapons, which is 100% class-based. Fighters do d8 damage with one-handed martial weapons. Period. Doesn't matter if that's a battle axe, a long sword, a rapier, a scimitar, a spear--whatever. Player gets to pick whatever they think fits best, and not worry about mechanical differences.</p><p></p><p>5E's nod to this notion is the difference between a glaive and a halberd (none). I honestly think that's an in-joke for those of us who played AD&D 2nd Ed. </p><p></p><p>To the OP: these days I'm most interested in mechanical interplay of this (relatively new) system's rules. So when I build a fighter, I build them as test-cases for interesting layers of mechanics. Here's a build that plays with Polearm Master. Here's a build that plays with Shield Master. Here's one for Great Weapons. Here's one for thrown weapons. Each of those is a combo of race features, carefully chosen class features, and feats, and each relies on a certain weapon or equipment package. </p><p></p><p>Once those mechanical choices are made, I flavor it all so it's cool, unique, and fun to roleplay--for me, and for others at the table to interact with. That's a critical step, but it's definitely Step 2. </p><p></p><p>Later, after I feel like I've explore all of this edition's mechanical interplays (including oddball multiclass and spell interactions), I might come up with a RP concept first, mechanics second. But that'll be a long, long time coming.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 6628361, member: 1457"] Y'all might want to go with 13th Age's conception of weapons, which is 100% class-based. Fighters do d8 damage with one-handed martial weapons. Period. Doesn't matter if that's a battle axe, a long sword, a rapier, a scimitar, a spear--whatever. Player gets to pick whatever they think fits best, and not worry about mechanical differences. 5E's nod to this notion is the difference between a glaive and a halberd (none). I honestly think that's an in-joke for those of us who played AD&D 2nd Ed. To the OP: these days I'm most interested in mechanical interplay of this (relatively new) system's rules. So when I build a fighter, I build them as test-cases for interesting layers of mechanics. Here's a build that plays with Polearm Master. Here's a build that plays with Shield Master. Here's one for Great Weapons. Here's one for thrown weapons. Each of those is a combo of race features, carefully chosen class features, and feats, and each relies on a certain weapon or equipment package. Once those mechanical choices are made, I flavor it all so it's cool, unique, and fun to roleplay--for me, and for others at the table to interact with. That's a critical step, but it's definitely Step 2. Later, after I feel like I've explore all of this edition's mechanical interplays (including oddball multiclass and spell interactions), I might come up with a RP concept first, mechanics second. But that'll be a long, long time coming. [/QUOTE]
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