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*Pathfinder & Starfinder
"Metadesign Principles of D&D"
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<blockquote data-quote="Pickaxe" data-source="post: 2908976" data-attributes="member: 10812"><p>How about:</p><p></p><p>Armor and weapons should be balanced by things beyond armor bonus and damage.</p><p>--For armor, max dex, speed, ASF, type of proficiency, armor check penalty, and cost</p><p>--For weapons: crit modifier, affect on using a shield, affect on TWF, advantages for special attacks, type of proficiency, ranged vs. melee, reloading, and cost.</p><p></p><p>Ranged weapons should generally do less damage than comparable melee weapons (e.g., throwing axe vs. handaxe), because they can be used without subjecting the wielder to opposing melee attacks. Things that would be particularly good with ranged attacks (e.g., sneak attacks) should be limited to within 30' to keep the shooter within potential risk of melee attack.</p><p></p><p>Ability to use armor or weapons should ultimately be determined by the character, regardless of class, not proscribed by the rules of the class. Even classes with "prohibitions" can break them, provided they are willing to accept the consequences.</p><p></p><p>There should be a rationale for why every weapon and armor exists, even if it's just that it's cheap. (Chain shirt is superior to scale mail, but it's easier to outfit an army in the latter, or in padded for that matter.)</p><p></p><p>--Axe</p></blockquote><p></p>
[QUOTE="Pickaxe, post: 2908976, member: 10812"] How about: Armor and weapons should be balanced by things beyond armor bonus and damage. --For armor, max dex, speed, ASF, type of proficiency, armor check penalty, and cost --For weapons: crit modifier, affect on using a shield, affect on TWF, advantages for special attacks, type of proficiency, ranged vs. melee, reloading, and cost. Ranged weapons should generally do less damage than comparable melee weapons (e.g., throwing axe vs. handaxe), because they can be used without subjecting the wielder to opposing melee attacks. Things that would be particularly good with ranged attacks (e.g., sneak attacks) should be limited to within 30' to keep the shooter within potential risk of melee attack. Ability to use armor or weapons should ultimately be determined by the character, regardless of class, not proscribed by the rules of the class. Even classes with "prohibitions" can break them, provided they are willing to accept the consequences. There should be a rationale for why every weapon and armor exists, even if it's just that it's cheap. (Chain shirt is superior to scale mail, but it's easier to outfit an army in the latter, or in padded for that matter.) --Axe [/QUOTE]
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