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<blockquote data-quote="TimeOut" data-source="post: 4289394" data-attributes="member: 68543"><p>No problem. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Perhaps the designers didn't like the presented choices, or other problems (copyright etc.) stopped them? Or they thought that it would not be necessary to include these options into the core of the game.</p><p></p><p></p><p>As long as you have fun, it is fine. That's what this hobby is all about. But I can't understand why someone wants to have a discussion about a system they don't want to use anyway. I don't want to play DSA or Shadowrun again, but I surely don't run around and tell other people that the system is bad. It is just not the right thing for me.</p><p></p><p></p><p>You can. But if you like to play non-core races at the moment you must live with that what you get, or do it yourself. And again, this is mostly based on the problem that there are only 3 books out right now and there is just not enough time and space to include detailed options on every possible race.</p><p></p><p>Just look at the Warforged entry in Dragon to see how a "real" monster race writeup will look in the future. There is no way that you can reliably recreate that stuff with "generic" monster-to-PC conversion rules.</p><p></p><p></p><p>Perhaps they had not enough time to create player compatible final rules for that? Perhaps they choose not to do so?</p><p></p><p></p><p>I would assume that is a sword that can either use frost, lightning or fire?</p><p></p><p>As Mustrum_Ridcully said, just take the base template for such a weapon (Flaming Weapon for example), change the at-will in a way that you can choose the damage type and do the same for the daily power. To account for flexibility I would rate the item as 2 levels more powerful then the used template (which is L5+, so your weapon would be L7+)</p><p></p><p></p><p>See above.</p><p></p><p></p><p>Now that is easy. </p><p></p><p>Just say that the line "Weapon: Any" in the magic item templates can also apply to items that enhance unarmed strikes through magic powers. If it is implemented through knuckles, magical armbands or even tattoos, that has nothing to do with the rules.</p><p></p><p>Of course there are still problems with unarmed attacks in general, but these will be fixed in a further rules expansion. In the meantime you could add a new weapon (Trained Unarmed Attack) and use that for trained martial characters. This weapon could have a proficiency bonus and for example a attack dice conversion for increasing levels.</p><p></p><p></p><p>I don't want to sound nitpick-y, but guidelines are not rules. You can use them, but you are not bound by them.</p><p></p><p>Guidelines are things like: "To level up a monster, increase its hit points, attacks and defenses by an appropriate amount (for example 10 hit points, +1 attack and +1 to all defenses)."</p><p></p><p>A rule is something like: "To level up a monster, consult the monster level progression table at page x and increase its attributes accordingly. Recalculate the basic and derived monster statistics afterwards."</p></blockquote><p></p>
[QUOTE="TimeOut, post: 4289394, member: 68543"] No problem. :) Perhaps the designers didn't like the presented choices, or other problems (copyright etc.) stopped them? Or they thought that it would not be necessary to include these options into the core of the game. As long as you have fun, it is fine. That's what this hobby is all about. But I can't understand why someone wants to have a discussion about a system they don't want to use anyway. I don't want to play DSA or Shadowrun again, but I surely don't run around and tell other people that the system is bad. It is just not the right thing for me. You can. But if you like to play non-core races at the moment you must live with that what you get, or do it yourself. And again, this is mostly based on the problem that there are only 3 books out right now and there is just not enough time and space to include detailed options on every possible race. Just look at the Warforged entry in Dragon to see how a "real" monster race writeup will look in the future. There is no way that you can reliably recreate that stuff with "generic" monster-to-PC conversion rules. Perhaps they had not enough time to create player compatible final rules for that? Perhaps they choose not to do so? I would assume that is a sword that can either use frost, lightning or fire? As Mustrum_Ridcully said, just take the base template for such a weapon (Flaming Weapon for example), change the at-will in a way that you can choose the damage type and do the same for the daily power. To account for flexibility I would rate the item as 2 levels more powerful then the used template (which is L5+, so your weapon would be L7+) See above. Now that is easy. Just say that the line "Weapon: Any" in the magic item templates can also apply to items that enhance unarmed strikes through magic powers. If it is implemented through knuckles, magical armbands or even tattoos, that has nothing to do with the rules. Of course there are still problems with unarmed attacks in general, but these will be fixed in a further rules expansion. In the meantime you could add a new weapon (Trained Unarmed Attack) and use that for trained martial characters. This weapon could have a proficiency bonus and for example a attack dice conversion for increasing levels. I don't want to sound nitpick-y, but guidelines are not rules. You can use them, but you are not bound by them. Guidelines are things like: "To level up a monster, increase its hit points, attacks and defenses by an appropriate amount (for example 10 hit points, +1 attack and +1 to all defenses)." A rule is something like: "To level up a monster, consult the monster level progression table at page x and increase its attributes accordingly. Recalculate the basic and derived monster statistics afterwards." [/QUOTE]
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