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<blockquote data-quote="GreenTengu" data-source="post: 6943317" data-attributes="member: 6777454"><p>What did this thread get a bunch of blathering ignorant idiots going on about katanas demonstrating the typical westerner's weird fetish with Asian stuff that gets absolutely everything wrong?</p><p></p><p>Anyway, is strikes me that the Rapier is a fundamentally broken weapon that is screwing the whole formula up.</p><p></p><p>Compare Rapier to Scimitar. The Rapier weighs LESS, but is somehow not a Light weapon. The Rapier does d8 while the Scimitar does d6. Yeah, I get that the reason was because there is a particular iconic Drow who made dual scimitars totally "the thing" to do, but... it seems weird that these two fairly comparable swords have different states and the lighter weapon is not the "light" one.</p><p></p><p>Though I do get the reason is because conceptually it is harder to try to stab with long objects in two hands than to slash with two objects.</p><p></p><p>But also-- you just aren't going to be doing the same damage to someone using a rapier as you are going to with a proper sword. At least not a person in armor or a creature with a thick hide. At least not unless you hit a soft spot.</p><p></p><p>So I think the best solution is that the Rapier does only d6 damage, BUT if you get a critical hit then instead of 2d6 as normal, you roll 3d6.</p><p></p><p>But... it would still be the best possible weapon for Dexterity fighters regardless. So... yeah... the fact that Dexterity Fighters are so damn much better than Strength fighters unless Strength fighters are using 2-handed weapons is the other massive problem.</p><p></p><p>Dex fighters get away with using lighter and cheaper armor without losing AC, get bonuses on better skills, get the advantage on Initiative, use the stat more often than any other for saves and get full access to ranged attacks...</p><p></p><p>Unless one is going to do something like shift Initiative over to Intelligence (you need to mentally react before you can physically react) and Ranged Attacks to Wisdom (proper vision and breathing control is more important than quick hands) or something so that Dexterity becomes less the stat with "all the good stuff"... its hard to see how you even begin to balance that out. But it is probably nearly impossible to take enough away from Dexterity in order to make it equal to Strength. And I am not sure what you could give Strength. But.. you can make some strides to try to get the attributes to equal out.</p><p></p><p>The designers really royally screwed the whole thing up.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6943317, member: 6777454"] What did this thread get a bunch of blathering ignorant idiots going on about katanas demonstrating the typical westerner's weird fetish with Asian stuff that gets absolutely everything wrong? Anyway, is strikes me that the Rapier is a fundamentally broken weapon that is screwing the whole formula up. Compare Rapier to Scimitar. The Rapier weighs LESS, but is somehow not a Light weapon. The Rapier does d8 while the Scimitar does d6. Yeah, I get that the reason was because there is a particular iconic Drow who made dual scimitars totally "the thing" to do, but... it seems weird that these two fairly comparable swords have different states and the lighter weapon is not the "light" one. Though I do get the reason is because conceptually it is harder to try to stab with long objects in two hands than to slash with two objects. But also-- you just aren't going to be doing the same damage to someone using a rapier as you are going to with a proper sword. At least not a person in armor or a creature with a thick hide. At least not unless you hit a soft spot. So I think the best solution is that the Rapier does only d6 damage, BUT if you get a critical hit then instead of 2d6 as normal, you roll 3d6. But... it would still be the best possible weapon for Dexterity fighters regardless. So... yeah... the fact that Dexterity Fighters are so damn much better than Strength fighters unless Strength fighters are using 2-handed weapons is the other massive problem. Dex fighters get away with using lighter and cheaper armor without losing AC, get bonuses on better skills, get the advantage on Initiative, use the stat more often than any other for saves and get full access to ranged attacks... Unless one is going to do something like shift Initiative over to Intelligence (you need to mentally react before you can physically react) and Ranged Attacks to Wisdom (proper vision and breathing control is more important than quick hands) or something so that Dexterity becomes less the stat with "all the good stuff"... its hard to see how you even begin to balance that out. But it is probably nearly impossible to take enough away from Dexterity in order to make it equal to Strength. And I am not sure what you could give Strength. But.. you can make some strides to try to get the attributes to equal out. The designers really royally screwed the whole thing up. [/QUOTE]
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