Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fixing Quick Draw
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Elder-Basilisk" data-source="post: 2650123" data-attributes="member: 3146"><p>No, but I've played with a lot of archers who have two bows. A merciful bow and a holy bow with other stuff is actually fairly common--especially in settings where characters frequently want to avoid killing their foes.</p><p></p><p></p><p></p><p>The melee weapons are expensive--if you get all of them. But it's often advantageous to have a couple of them. (That's why I made the list--not to imply that a golf bag that big is advantageous, but to point out that there are a lot of generally effective enhancements that have significant weaknesses and a lot of niche weapons that can seriously outperform more magical weapons in the right situation. (Ghost touch, merciful, and undead bane weapons probably fill the largest niches, but combining multiple energy enhancements on one weapon with a separate evil outsider bane weapon seems like a pretty good combo).</p><p></p><p>The promise of "more damage always" is a bit of a chimera too. Take two of the most popular and efficient +2 enhancements: Holy and Wounding. Holy is great against all evil foes, but it doesn't do more damage against many animals, summoned creatures, elementals, constructs, etc. (In a lot of your campaigns, it will work on 2/3 or even 3/4 enemies, but other campaigns feature a lot of neutral foes and even when you're talking about the first campaigns, 1/3-1/4 of encounters is worth planning for). Wounding is one of the best enhancements around but it doesn't do anything to undead, constructs, plants, etc. So, let's say I have a +1 holy wounding weapon. Ghost touch is also a very useful enhancement. But putting it on the holy wounding weapon costs 22,000gp. On the other hand, getting a ghost touch, undead bane weapon will only cost 18,000gp by the book and will actually do MORE damage against the creatures I'm trying to do damage to with the purchase: undead and incorporeal undead.</p><p></p><p>To use another fairly common example, a +1 flaming frost shock weapon is great against most foes. But against most outsiders, it's basically a +1 weapon. The d6 elemental damage isn't going to get through their energy resistance. So, for a character who goes that route, a +1 evil outsider bane weapon is a good investment. It costs 8,000gp--far less than it would cost to add evil outsider bane or another enhancement to the primary weapon (going from +4 equivalent to +5 equivalent is 18,000gp; +1 evil outsider bane is 8,000gp)</p><p></p><p></p><p></p><p>You miss the point of the argument in what I can only infer from the rest of the paragraph is an attempt at snideness. I'll break it down to syllogism form for more clarity:</p><p></p><p>Premise 1: Single massive enhancement weapons tend to be bought or made. You may find a +1 keen, shocking burst weapon on the body of an enemy. You may also find a +4 human bane weapon on the body of an enemy. But you're unlikely to find a +1 holy ghost touch suppressing magebane keen weapon of wounding on the dead body of an enemy. If you want all your offensive gold in one weapon, odds are good that you'll have to pay full price for at least the latter enhancements. Maybe you found a +1 holy suppressing mage bane weapon on the body of a witch hunter and added keen, ghost touch, and wounding to it. But it's a 162,000gp weapon and you only got the first 50,000gp at half price buying it out of treasure.</p><p></p><p>Premise 2: you are likely to find some lesser enhanced weapons on the bodies of enemies that are still better than your primary weapon in certain situations. (This is especially true if you're not a fighter--paladins, two weapon fighting rangers, warrior clerics, fighter/mages, and barbarians will frequently only have one weapon specific feat--if any). For instance, you might find a +1 flaming shock bow to go with your +1 holy suppressing mage bane keen ghost touch greatsword of wounding. Or you might find a +1 construct bane adamantine morning star (which is straight up better than your primary weapon against most constructs).</p><p></p><p>Premise 3: Keeping a found weapon gives it to you at (effectively) half cost.</p><p></p><p>Premise 4: Since weapon pricing is exponential, it costs more to upgrade a +6 (72,000gp) weapon to +7 (98,000gp) than it does to buy a +3 equivalent weapon (18,000gp).</p><p></p><p>Conclusion: Keeping a found weapon for use in its niche can offer more effectiveness at a lower price than selling that weapon to upgrade. To use the example I've been working with, it would take a vicious or construct bane upgrade to make the single powerful sword as effective against constructs as the +1 construct bane weapon (at the moment, ignoring the DR penetrating advantages of adamantine and bludgeoning weapons). To get that would cost 38,000. The effective price of the +1 adamantine, construct bane weapon is 5,500gp. Even at level 20, 32,500gp isn't pocket change. </p><p></p><p></p><p></p><p>I fail to see how using multiple weapons is inherently inferior. I won't pretend that it's obviously the best option, but there are a lot of situations where it is advantageous. Of course, that, in itself is not a sufficient reason to take Quickdraw. It's when combined with the ability to recover quickly after a disarm or sunder, to finish off a full attack with thrown weapons (without dropping your primary weapon if you use a two-handed weapon or have a free hand for some odd reason--like spellcasting), and to switch between combat styles (for instance, to use a bow in the opening rounds of combat and then switch to melee after the enemy closes or to switch from a reach weapon to non-reach) without any disadvantage that Quickdraw becomes worthwhile.</p><p></p><p></p><p></p><p>I don't think characters are penalized for exploring the possibility of using a bow in the opening rounds of combat. I've observed it to be quite effective myself--even for characters that aren't real archers. Nor do I think the core rules especially penalize characters in general for choosing to wield a reach weapon and switch to non-reach at need. (The Quickdraw feat costs the same number of feats as Spiked Chain proficiency and lets you use more damaging weapons both at reach and close up for the cost of not threatening simultaneously. The Exotic Weapon Master class only offering Spiked Chains the Exotic Flurry ability alters that equation somewhat). The rules do penalize fighters for doing that--some of their most important abilities depend upon using the same weapon all the time--but not other martial classes.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2650123, member: 3146"] No, but I've played with a lot of archers who have two bows. A merciful bow and a holy bow with other stuff is actually fairly common--especially in settings where characters frequently want to avoid killing their foes. The melee weapons are expensive--if you get all of them. But it's often advantageous to have a couple of them. (That's why I made the list--not to imply that a golf bag that big is advantageous, but to point out that there are a lot of generally effective enhancements that have significant weaknesses and a lot of niche weapons that can seriously outperform more magical weapons in the right situation. (Ghost touch, merciful, and undead bane weapons probably fill the largest niches, but combining multiple energy enhancements on one weapon with a separate evil outsider bane weapon seems like a pretty good combo). The promise of "more damage always" is a bit of a chimera too. Take two of the most popular and efficient +2 enhancements: Holy and Wounding. Holy is great against all evil foes, but it doesn't do more damage against many animals, summoned creatures, elementals, constructs, etc. (In a lot of your campaigns, it will work on 2/3 or even 3/4 enemies, but other campaigns feature a lot of neutral foes and even when you're talking about the first campaigns, 1/3-1/4 of encounters is worth planning for). Wounding is one of the best enhancements around but it doesn't do anything to undead, constructs, plants, etc. So, let's say I have a +1 holy wounding weapon. Ghost touch is also a very useful enhancement. But putting it on the holy wounding weapon costs 22,000gp. On the other hand, getting a ghost touch, undead bane weapon will only cost 18,000gp by the book and will actually do MORE damage against the creatures I'm trying to do damage to with the purchase: undead and incorporeal undead. To use another fairly common example, a +1 flaming frost shock weapon is great against most foes. But against most outsiders, it's basically a +1 weapon. The d6 elemental damage isn't going to get through their energy resistance. So, for a character who goes that route, a +1 evil outsider bane weapon is a good investment. It costs 8,000gp--far less than it would cost to add evil outsider bane or another enhancement to the primary weapon (going from +4 equivalent to +5 equivalent is 18,000gp; +1 evil outsider bane is 8,000gp) You miss the point of the argument in what I can only infer from the rest of the paragraph is an attempt at snideness. I'll break it down to syllogism form for more clarity: Premise 1: Single massive enhancement weapons tend to be bought or made. You may find a +1 keen, shocking burst weapon on the body of an enemy. You may also find a +4 human bane weapon on the body of an enemy. But you're unlikely to find a +1 holy ghost touch suppressing magebane keen weapon of wounding on the dead body of an enemy. If you want all your offensive gold in one weapon, odds are good that you'll have to pay full price for at least the latter enhancements. Maybe you found a +1 holy suppressing mage bane weapon on the body of a witch hunter and added keen, ghost touch, and wounding to it. But it's a 162,000gp weapon and you only got the first 50,000gp at half price buying it out of treasure. Premise 2: you are likely to find some lesser enhanced weapons on the bodies of enemies that are still better than your primary weapon in certain situations. (This is especially true if you're not a fighter--paladins, two weapon fighting rangers, warrior clerics, fighter/mages, and barbarians will frequently only have one weapon specific feat--if any). For instance, you might find a +1 flaming shock bow to go with your +1 holy suppressing mage bane keen ghost touch greatsword of wounding. Or you might find a +1 construct bane adamantine morning star (which is straight up better than your primary weapon against most constructs). Premise 3: Keeping a found weapon gives it to you at (effectively) half cost. Premise 4: Since weapon pricing is exponential, it costs more to upgrade a +6 (72,000gp) weapon to +7 (98,000gp) than it does to buy a +3 equivalent weapon (18,000gp). Conclusion: Keeping a found weapon for use in its niche can offer more effectiveness at a lower price than selling that weapon to upgrade. To use the example I've been working with, it would take a vicious or construct bane upgrade to make the single powerful sword as effective against constructs as the +1 construct bane weapon (at the moment, ignoring the DR penetrating advantages of adamantine and bludgeoning weapons). To get that would cost 38,000. The effective price of the +1 adamantine, construct bane weapon is 5,500gp. Even at level 20, 32,500gp isn't pocket change. I fail to see how using multiple weapons is inherently inferior. I won't pretend that it's obviously the best option, but there are a lot of situations where it is advantageous. Of course, that, in itself is not a sufficient reason to take Quickdraw. It's when combined with the ability to recover quickly after a disarm or sunder, to finish off a full attack with thrown weapons (without dropping your primary weapon if you use a two-handed weapon or have a free hand for some odd reason--like spellcasting), and to switch between combat styles (for instance, to use a bow in the opening rounds of combat and then switch to melee after the enemy closes or to switch from a reach weapon to non-reach) without any disadvantage that Quickdraw becomes worthwhile. I don't think characters are penalized for exploring the possibility of using a bow in the opening rounds of combat. I've observed it to be quite effective myself--even for characters that aren't real archers. Nor do I think the core rules especially penalize characters in general for choosing to wield a reach weapon and switch to non-reach at need. (The Quickdraw feat costs the same number of feats as Spiked Chain proficiency and lets you use more damaging weapons both at reach and close up for the cost of not threatening simultaneously. The Exotic Weapon Master class only offering Spiked Chains the Exotic Flurry ability alters that equation somewhat). The rules do penalize fighters for doing that--some of their most important abilities depend upon using the same weapon all the time--but not other martial classes. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fixing Quick Draw
Top