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Legends & Lore: What Worked, What Didn't
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<blockquote data-quote="Connorsrpg" data-source="post: 6260560" data-attributes="member: 19265"><p><strong>Weapon 'Powers'</strong></p><p></p><p>I too am of the crowd that prefers weapon powers, though I do not like that word power. 4E's keywords were good, <em>A Song of Ice & Fire RPG</em>'s weapon qualities are better.</p><p></p><p>If there are no qualities to make them different, just go with damage die for size. (A little simpler than <em>13th Age</em> though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p></p><p>I also don't think these 'qualities' have to be straight modifiers. I do like the removal of many small mods to the rules. Advantage on trip attacks for a flail is no big deal, if falling prone is not a big deal. You have given up an attack to knock someone over rather than damage (and potentially kill) them. That is okay. Problems arise if 'removing' the prone condition are hard. In Savage Worlds, getting up is only 2 points of movement and no AoO for doing so. If there is some benefit for other allies to attack the prone guy, then that is good tactical combat isn't it?</p><p></p><p>These qualities do not have to modify the attack roll at all if only <em>D&DN</em> had a 'raise' or 'degrees of success' mechanic like <em>Savage Worlds</em> and <em>SIFRPG</em> do. That way weapon qualities simply occur on these. So instead of actually modifying the attack roll in any way, a flail simply knocks target prone on a 'raise'.</p><p></p><p>Anyway, if you get a chance, read the Weapon Qualities from SIFRPG. They even simplify a lot of things b/c of them. See Bulk as an eg.</p><p></p><p>Some weapons are going to have qualities no matter what anyway. Some will have reach, some can be wielded in the off-hand, others can be used in 1 or 2 hands. Why not just give this circumstance a name and apply it to all weapons that fit?</p><p></p><p>The mixed, unique and one-off style weapon notes for Savage Worlds for eg can be a little confusing. The simple name of a quality is actually easier to remember what it does.</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 6260560, member: 19265"] [b]Weapon 'Powers'[/b] I too am of the crowd that prefers weapon powers, though I do not like that word power. 4E's keywords were good, [I]A Song of Ice & Fire RPG[/I]'s weapon qualities are better. If there are no qualities to make them different, just go with damage die for size. (A little simpler than [I]13th Age[/I] though ;)) I also don't think these 'qualities' have to be straight modifiers. I do like the removal of many small mods to the rules. Advantage on trip attacks for a flail is no big deal, if falling prone is not a big deal. You have given up an attack to knock someone over rather than damage (and potentially kill) them. That is okay. Problems arise if 'removing' the prone condition are hard. In Savage Worlds, getting up is only 2 points of movement and no AoO for doing so. If there is some benefit for other allies to attack the prone guy, then that is good tactical combat isn't it? These qualities do not have to modify the attack roll at all if only [I]D&DN[/I] had a 'raise' or 'degrees of success' mechanic like [I]Savage Worlds[/I] and [I]SIFRPG[/I] do. That way weapon qualities simply occur on these. So instead of actually modifying the attack roll in any way, a flail simply knocks target prone on a 'raise'. Anyway, if you get a chance, read the Weapon Qualities from SIFRPG. They even simplify a lot of things b/c of them. See Bulk as an eg. Some weapons are going to have qualities no matter what anyway. Some will have reach, some can be wielded in the off-hand, others can be used in 1 or 2 hands. Why not just give this circumstance a name and apply it to all weapons that fit? The mixed, unique and one-off style weapon notes for Savage Worlds for eg can be a little confusing. The simple name of a quality is actually easier to remember what it does. [/QUOTE]
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