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Greataxe, greatsword, and a little math
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<blockquote data-quote="5ekyu" data-source="post: 7384961" data-attributes="member: 6919838"><p>Ok answers then comments...</p><p></p><p>I allow weapon reskinning as a matter of course so since the listed "weapons" are just stat-clusters we dont have an issue as the 1d12 vs 2d6 if seen as "an inferior or low quality" version (and notably cheaper at its 30g vs 50g price.) FYI we price mauls at 50 too if they are of the 2d6 quality, 30 if 1d12.</p><p></p><p>So the difference in 1d12 v 2d6 does not cause us any problem.</p><p></p><p>Would your new property make it so appealing to ditch the 2d6? Doubtful. The "lack" is seen as being tied to the unpredictability already and adding in a max roll swing adds more swing just rubs salt into that wound. For my plays crazy dice are just **not a plus**. </p><p></p><p>For me as a gm, adding new cool stuff that is hinged on dice not character is never going to be a direction i choose. Add new cool stuff that emphasizes or adds to character, choices, options - not the bouncey plastic bits.</p><p></p><p>If i were going to "fix" anything, i would take great axe stats, remove two-handed, add versatile with 1d10 base and 1d12 if used two handed. That give it a unique place... The HEAVY equivalent of longblade, battleaxe and warhammer with its own names.</p><p></p><p>So now we have..</p><p>Veratile d8/d10s in longblade, warhammer, battle axe cost 15g</p><p></p><p>Versatile Heavy at d10/d12 in the "Heavy Axe, sword, warhammer" cost 30g</p><p></p><p>Heavy two-hand at 2d6 in the maul, greatsword and "greataxe" cost 50.</p><p></p><p>So now we have got more options, more choices for the character to choose between and have removed the niggling math without empowering the die at all.</p><p></p><p>Of course, if i were going full overhaul, all one-weapons would be one die... And twf would be "weapon type" not bonus action eaters so twf would all be where you got two smaller dice damage from a single to hit roll.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7384961, member: 6919838"] Ok answers then comments... I allow weapon reskinning as a matter of course so since the listed "weapons" are just stat-clusters we dont have an issue as the 1d12 vs 2d6 if seen as "an inferior or low quality" version (and notably cheaper at its 30g vs 50g price.) FYI we price mauls at 50 too if they are of the 2d6 quality, 30 if 1d12. So the difference in 1d12 v 2d6 does not cause us any problem. Would your new property make it so appealing to ditch the 2d6? Doubtful. The "lack" is seen as being tied to the unpredictability already and adding in a max roll swing adds more swing just rubs salt into that wound. For my plays crazy dice are just **not a plus**. For me as a gm, adding new cool stuff that is hinged on dice not character is never going to be a direction i choose. Add new cool stuff that emphasizes or adds to character, choices, options - not the bouncey plastic bits. If i were going to "fix" anything, i would take great axe stats, remove two-handed, add versatile with 1d10 base and 1d12 if used two handed. That give it a unique place... The HEAVY equivalent of longblade, battleaxe and warhammer with its own names. So now we have.. Veratile d8/d10s in longblade, warhammer, battle axe cost 15g Versatile Heavy at d10/d12 in the "Heavy Axe, sword, warhammer" cost 30g Heavy two-hand at 2d6 in the maul, greatsword and "greataxe" cost 50. So now we have got more options, more choices for the character to choose between and have removed the niggling math without empowering the die at all. Of course, if i were going full overhaul, all one-weapons would be one die... And twf would be "weapon type" not bonus action eaters so twf would all be where you got two smaller dice damage from a single to hit roll. [/QUOTE]
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