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General Tabletop Discussion
*Pathfinder & Starfinder
Improving the Quarterstaff
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<blockquote data-quote="Claudius Gaius" data-source="post: 3962332" data-attributes="member: 57946"><p>Not quite: the biggest differences on the simple and martial weapons charts for light melee weapons are the Dagger and Kukri (6 GP) where you could make a generic dagger work as well as a "heavy curved knife". For One-handed melee weapons its Club versus Rapier (20 GP) and the rapier still enjoys an edge in critical threat range even if you use your one-point bonus to upgrade the club's threat range. For Two-handed melee weapons its Quarterstaff versus Falchion (75 GP) and the Falchion has a 1.5 point damage edge and a two-step edge in critical range. In ranged weapons the biggest difference is the Sling and Composite Longbow (100 GP) and the composite bow still enjoys a 2-step edge in damage dice, better range, and an improved critical multiplier. </p><p></p><p>Still, since its primarily theme that we seem to be after here, try the Special Effects rule instead: </p><p></p><p><strong>The Special Effects Rule:</strong></p><p> <em>"If it doesn't make a mechanical difference, it can look like whatever you want."</em></p><p></p><p> As far as weapons go, this would mean that - as long as you use the same game statistics (with the possible exception of changing the damage type) you can say that your weapon looks like anything remotely-reasonable that you like. Go ahead, buy a specially-crafted and reinforced staff uses the same game statistics as a greatsword if you want. It does bludgeoning damage instead of slashing, but its not like that matters much.</p></blockquote><p></p>
[QUOTE="Claudius Gaius, post: 3962332, member: 57946"] Not quite: the biggest differences on the simple and martial weapons charts for light melee weapons are the Dagger and Kukri (6 GP) where you could make a generic dagger work as well as a "heavy curved knife". For One-handed melee weapons its Club versus Rapier (20 GP) and the rapier still enjoys an edge in critical threat range even if you use your one-point bonus to upgrade the club's threat range. For Two-handed melee weapons its Quarterstaff versus Falchion (75 GP) and the Falchion has a 1.5 point damage edge and a two-step edge in critical range. In ranged weapons the biggest difference is the Sling and Composite Longbow (100 GP) and the composite bow still enjoys a 2-step edge in damage dice, better range, and an improved critical multiplier. Still, since its primarily theme that we seem to be after here, try the Special Effects rule instead: [B]The Special Effects Rule:[/B] [I]"If it doesn't make a mechanical difference, it can look like whatever you want."[/I] As far as weapons go, this would mean that - as long as you use the same game statistics (with the possible exception of changing the damage type) you can say that your weapon looks like anything remotely-reasonable that you like. Go ahead, buy a specially-crafted and reinforced staff uses the same game statistics as a greatsword if you want. It does bludgeoning damage instead of slashing, but its not like that matters much. [/QUOTE]
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