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Grim Tales: Martial Weapon Prof.
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1748891" data-attributes="member: 12332"><p>Indeed. The fact that people generally only USE three or four weapons was high in my mind. I'm trying to think of what I want, what I think will be cool, etc etc AND thinking about what makes the best table for EVERYBODY involved. I know my wife likes role-playing oriented games with skill-heavy characters who have one or two interesting combat abilities. Best Possible Guy might use one weapon the whole campaign ... but on the OFF chance he MIGHT get disarmed and have to pick up Obscure Martial Weapon B for a single combat ... so to avoid the freak-out, figured I'd ask before I "house ruled". I dunno if ten years GMing is experienced or not, but in my experience when other people make house rules they're almost invaribly short-sighted and badly thought out, so I've always shied away from "My House Rules".</p><p></p><p>Had Wulf purposefully designed MWP and EWP to both apply to a "single" weapon, for a very specific design and balance reason, and I charged ahead and changed it without realizing WHY, then I'm sure I'd have had something get snarled later in the game, or even just at the table before the game. </p><p></p><p>Guess I like "official ruling" to some extent. Mostly I just don't like to charge in and change stuff if I don't know why it would be written the way it was in the first place. "I don't know why they did that, but I don't like it, so I'm gonna change it." </p><p></p><p>As to "regional" or "themed" Martial Weapon Prof. ... The more I think about it, the more I like it. One generally doesn't need 3 different Axes. But if the steppe peoples of the northern reaches use Shortbows, Scimitars, and Javelins ... That would give a character a range of weapons (Ranged/Melee, etc) with one feat, probably the only weapons they'll use for the whole campaign, but maintains the flavor and balance should they become disarmed and end up using a foreign "Martial" weapon they have no experience with. Where-as the Strong hero (Martial Weapon specialist that they are) gets disarmed, he can pick up a Glaive off the back wall and go to work, letting him shine a little without making that Martial Weapon Prof. (All) seem overwhelmingly attractive.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1748891, member: 12332"] Indeed. The fact that people generally only USE three or four weapons was high in my mind. I'm trying to think of what I want, what I think will be cool, etc etc AND thinking about what makes the best table for EVERYBODY involved. I know my wife likes role-playing oriented games with skill-heavy characters who have one or two interesting combat abilities. Best Possible Guy might use one weapon the whole campaign ... but on the OFF chance he MIGHT get disarmed and have to pick up Obscure Martial Weapon B for a single combat ... so to avoid the freak-out, figured I'd ask before I "house ruled". I dunno if ten years GMing is experienced or not, but in my experience when other people make house rules they're almost invaribly short-sighted and badly thought out, so I've always shied away from "My House Rules". Had Wulf purposefully designed MWP and EWP to both apply to a "single" weapon, for a very specific design and balance reason, and I charged ahead and changed it without realizing WHY, then I'm sure I'd have had something get snarled later in the game, or even just at the table before the game. Guess I like "official ruling" to some extent. Mostly I just don't like to charge in and change stuff if I don't know why it would be written the way it was in the first place. "I don't know why they did that, but I don't like it, so I'm gonna change it." As to "regional" or "themed" Martial Weapon Prof. ... The more I think about it, the more I like it. One generally doesn't need 3 different Axes. But if the steppe peoples of the northern reaches use Shortbows, Scimitars, and Javelins ... That would give a character a range of weapons (Ranged/Melee, etc) with one feat, probably the only weapons they'll use for the whole campaign, but maintains the flavor and balance should they become disarmed and end up using a foreign "Martial" weapon they have no experience with. Where-as the Strong hero (Martial Weapon specialist that they are) gets disarmed, he can pick up a Glaive off the back wall and go to work, letting him shine a little without making that Martial Weapon Prof. (All) seem overwhelmingly attractive. --fje [/QUOTE]
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