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General Tabletop Discussion
*Dungeons & Dragons
Finesse rebalance
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<blockquote data-quote="DEFCON 1" data-source="post: 7635648" data-attributes="member: 7006"><p>In my humble opinion, I suspect the REAL issue here is that there is only a single d8 Finesse weapon in the game, and thus people are just tired of seeing the word 'rapier' everywhere. The mechanics are negligible enough that most people probably don't <em>really</em> care about it (okay, a d8 finesse weapon, great)... they just want to cut down on the number of "rapiers" used across the game. The creativity and interesting design paradigm of potential characters is lessened when there is only one fluffy way to get a single game mechanic.</p><p></p><p>So really, the solution is thus: <em>Do not tie weapon fluff to the game mechanic.</em></p><p></p><p>As a DM... just decide to allow players to select the game mechanic they want for their weapons, and then let them define WHAT their weapons are as they wish. Yes, you probably will want to work with them to avoid stupid or silly decisions and choices ("Hey, I'm calling my 2d6 Heavy weapon a Hatchet!" but other than that, there's no reason NOT to.</p><p></p><p>If a Dwarf player with a miner background would like to use a pick two-handed because it fits his character as a miner... why not just let them use the maul or greatsword mechanics (2d6, Heavy, Two-Handed) and fluff the weapon as a heavy pick? Likewise... for all the people tired of rapiers in the world, just let them fluff a 1d8 Finesse weapon as they please. If they want a curved blade a la scimitar? They have a falchion. If they want a wider-bladed sword? It's a katana. If they want a chain weapon? Pretend the flail has the finesse property and let them use that. Heck, in my game worlds I just removed the "rapier" as a weapon altogether and just made longswords finesse weapons (which thus makes rogues and elves proficiency in them have a semblance of sense.)</p><p></p><p>And you know what? It's all completely fine. I have a bugbear player in one of my current Eberron campaigns using a "heavy flail"-- a two-handed heavy flail that does not currently exist on the weapon chart. And we got it by saying "Use the maul's mechanics but we'll call it a flail". And there has not been a single issue with it thus far.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7635648, member: 7006"] In my humble opinion, I suspect the REAL issue here is that there is only a single d8 Finesse weapon in the game, and thus people are just tired of seeing the word 'rapier' everywhere. The mechanics are negligible enough that most people probably don't [I]really[/I] care about it (okay, a d8 finesse weapon, great)... they just want to cut down on the number of "rapiers" used across the game. The creativity and interesting design paradigm of potential characters is lessened when there is only one fluffy way to get a single game mechanic. So really, the solution is thus: [I]Do not tie weapon fluff to the game mechanic.[/I] As a DM... just decide to allow players to select the game mechanic they want for their weapons, and then let them define WHAT their weapons are as they wish. Yes, you probably will want to work with them to avoid stupid or silly decisions and choices ("Hey, I'm calling my 2d6 Heavy weapon a Hatchet!" but other than that, there's no reason NOT to. If a Dwarf player with a miner background would like to use a pick two-handed because it fits his character as a miner... why not just let them use the maul or greatsword mechanics (2d6, Heavy, Two-Handed) and fluff the weapon as a heavy pick? Likewise... for all the people tired of rapiers in the world, just let them fluff a 1d8 Finesse weapon as they please. If they want a curved blade a la scimitar? They have a falchion. If they want a wider-bladed sword? It's a katana. If they want a chain weapon? Pretend the flail has the finesse property and let them use that. Heck, in my game worlds I just removed the "rapier" as a weapon altogether and just made longswords finesse weapons (which thus makes rogues and elves proficiency in them have a semblance of sense.) And you know what? It's all completely fine. I have a bugbear player in one of my current Eberron campaigns using a "heavy flail"-- a two-handed heavy flail that does not currently exist on the weapon chart. And we got it by saying "Use the maul's mechanics but we'll call it a flail". And there has not been a single issue with it thus far. [/QUOTE]
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