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General Tabletop Discussion
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Let's talk about Exotic Weapons
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<blockquote data-quote="IceFractal" data-source="post: 3630700" data-attributes="member: 27704"><p>The problem is that usually an Exotic weapon ends up just being the same as a normal weapon but doing slightly more damage - not even enough to merit the feat, in most cases. There's the cool image, but given that weapon descriptions vary anyway, it's generally simpler to just say your "half-bladed scythe-axe" is a Greataxe for stat purposes.</p><p></p><p>The only PHB exotic weapons that actually work in a special way are the Whip, Spiked Chain, Bolas, and Net. Of those, the Spiked Chain is actually used (and whined about), the Whip is hindered by it's strange armor mechanic, the Bolas require a rare fighting style (ranged tripping), and the Net is only useful for the right kind of foes, and is rather flimsy at high levels (however, Nets are great for throwing via Telekinesis, especially if you want to capture someone without killing them, or slow down a BBEG long enough to retreat).</p><p></p><p></p><p>One solution would be more feat chains, that make a particular exotic weapon both worth the feat investment, and different in play from standard weapons. I believe there are some weapon style feats in this direction, but there could definitely be more.</p><p></p><p>For instance, for Bolas (specific details and prerequisites not determined):</p><p>Entangling Spin - You can use your Dexterity instead of Strength when tripping with Bolas, and count as one size larger for the Trip check.</p><p></p><p>Binding Cords - When you trip an opponent using Bolas, they must also make a Reflex save or be entangled for the next round.</p><p></p><p>Wrap 'em Tight (requires Binding Cords) - After entangling an opponent, further hits increase the duration of entangling by one round each.</p><p></p><p>Wide Flying Cord - By taking a penalty to your attack roll (and/or trip check?) you can affect two adjacent foes with a single Bolas throw.</p></blockquote><p></p>
[QUOTE="IceFractal, post: 3630700, member: 27704"] The problem is that usually an Exotic weapon ends up just being the same as a normal weapon but doing slightly more damage - not even enough to merit the feat, in most cases. There's the cool image, but given that weapon descriptions vary anyway, it's generally simpler to just say your "half-bladed scythe-axe" is a Greataxe for stat purposes. The only PHB exotic weapons that actually work in a special way are the Whip, Spiked Chain, Bolas, and Net. Of those, the Spiked Chain is actually used (and whined about), the Whip is hindered by it's strange armor mechanic, the Bolas require a rare fighting style (ranged tripping), and the Net is only useful for the right kind of foes, and is rather flimsy at high levels (however, Nets are great for throwing via Telekinesis, especially if you want to capture someone without killing them, or slow down a BBEG long enough to retreat). One solution would be more feat chains, that make a particular exotic weapon both worth the feat investment, and different in play from standard weapons. I believe there are some weapon style feats in this direction, but there could definitely be more. For instance, for Bolas (specific details and prerequisites not determined): Entangling Spin - You can use your Dexterity instead of Strength when tripping with Bolas, and count as one size larger for the Trip check. Binding Cords - When you trip an opponent using Bolas, they must also make a Reflex save or be entangled for the next round. Wrap 'em Tight (requires Binding Cords) - After entangling an opponent, further hits increase the duration of entangling by one round each. Wide Flying Cord - By taking a penalty to your attack roll (and/or trip check?) you can affect two adjacent foes with a single Bolas throw. [/QUOTE]
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