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<blockquote data-quote="DEFCON 1" data-source="post: 8658327" data-attributes="member: 7006"><p>I'm hoping that the armor and weapon charts are the two things that get the most work done on them for the upcoming revamps. I've always believed that those charts were just made up initially at the beginning of the edition design so that playtesters had something to use... but then nobody went back later in the process to actually refine them and clean them up for publication (as the spear/trident issue would have been the first thing pointed out as being kind of stupid, along with the Rogue's proficiency in longswords but no way to use it for any of their abilities like Sneak Attack).</p><p></p><p>Hopefully for this new one the designers go in and really hammer down on a better system across the board-- including things like opening up the chart for more options for Rogues and Monks. For my money... don't do any of this based upon the actual weapons, but do it based on damage die-- if the weapon is a d6... a Rogue can Sneak Attack with it, regardless of what weapon it is. By the same token... if you are okay with the Rogue and Monk having a d8 damage weapon (the Rapier for the Rogue and the Versatile Quarterstaff / Spear for the Monk)... then again just let them use any d8 weapon so they can create the stylistic choice for their character that they want.</p><p></p><p>Truth be told, that's what I pretty much do now for my players anyway-- they can select the "best" damage die option for what a Rogue or Monk could use in the style they are fighting (two-handed, weapon/empty hand, dual-wielding etc.) and they can make that weapon whatever they want. So if the Monk wants to fight with a "sickle"... they can use the d6 damage die for it as though they were just using a shortsword. Because why not? Nothing is thrown off in the game by allowing them do so.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8658327, member: 7006"] I'm hoping that the armor and weapon charts are the two things that get the most work done on them for the upcoming revamps. I've always believed that those charts were just made up initially at the beginning of the edition design so that playtesters had something to use... but then nobody went back later in the process to actually refine them and clean them up for publication (as the spear/trident issue would have been the first thing pointed out as being kind of stupid, along with the Rogue's proficiency in longswords but no way to use it for any of their abilities like Sneak Attack). Hopefully for this new one the designers go in and really hammer down on a better system across the board-- including things like opening up the chart for more options for Rogues and Monks. For my money... don't do any of this based upon the actual weapons, but do it based on damage die-- if the weapon is a d6... a Rogue can Sneak Attack with it, regardless of what weapon it is. By the same token... if you are okay with the Rogue and Monk having a d8 damage weapon (the Rapier for the Rogue and the Versatile Quarterstaff / Spear for the Monk)... then again just let them use any d8 weapon so they can create the stylistic choice for their character that they want. Truth be told, that's what I pretty much do now for my players anyway-- they can select the "best" damage die option for what a Rogue or Monk could use in the style they are fighting (two-handed, weapon/empty hand, dual-wielding etc.) and they can make that weapon whatever they want. So if the Monk wants to fight with a "sickle"... they can use the d6 damage die for it as though they were just using a shortsword. Because why not? Nothing is thrown off in the game by allowing them do so. [/QUOTE]
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