I'd go even further and make all weapons use the same die and general range of damage, similar to Lejendary Adventure. Perhaps the die used is determined by the attacker's size, rather than weapon type.Sadrik said:I agree feature creep is unneeded for this game. But further simplification or definition is definitely wanted/needed.
Weapons
Unarmed weapon: d4 (dagger, spiked gauntlet)
Light weapon: d6 (short sword, rapier, saber, scimitar, light mace, club)
Medium weapon: d8 (longsword, battle axe, warhammer, morning star)
Heavy weapon: d10 (bastard sword, war axe, war club, heavy mace)
Great weapon: d12 (greatclub, great sword, great axe)
Light ranged weapon: d4 (sling, hand crossbow)
Medium ranged weapon: d6 (short bow, crossbow)
Heavy ranged weapon: d8 (longbow, heavy crossbow)
This should be in these game rules.
Heavy weapons are for my fighter ability. Weapon specialization ability allows the fighter to use heavy weapons in 1 hand and also gives them the ability to use great weapons. Other classes use heavy weapons as their 2-handed weapons. It gives the warrior a nice little boost equipment wise and is comparable to a fighter taking exotic weapon feat. Along with the physical skill = BAB. This gives the fighter both a bonus to hit and the potential for extra damage.Baumi said:I didn't see any reason for the heavy Weapons or did I overlook something?
MeepoDM said:Ideally, I would too. However in this case, I like the idea of it acting as a spell more. Giving the Cleric another ability (on top of access to decent armor & weapons + unlimited spellcasting) could potentially throw out the Class Balance as it stands currently. IMO, of course.![]()
MeepoDM said:OK, I seriously like this idea!! Removing the critical ranges on the weapons list made many of them obsolete. This system really sums 'em up nicely and leaves the weapon choices a matter of visualization over what has the biggest dice for damage. The summary of armor is excellent as well, since removing skill penalties did the same thing.
Darrell said:It's an interesting take, but ranges (weapon/distance ranges, not crit ranges) are needed for ranged weapons. Maybe something like a full damage up to x ft., half damage at up to twice that distance, no damage beyond that distance.
I also like the idea of the +1/+2 shield variance.
This would make things a lot simpler, and the equipment list could become, basically, a price list only...allowing it to be made smaller, of course.![]()
Regards,
Darrell
Gentlegamer said:I'd go even further and make all weapons use the same die and general range of damage, similar to Lejendary Adventure. Perhaps the die used is determined by the attacker's size, rather than weapon type.
Small: d6
Medium (man-sized): d8
Large: d10
etc
Individual weapons could add a bonus to the damage based on type or use.
bytor4232 said:Actually, thought about it, and this would defeat the purpose of Microlite20 being compatible with the d20 SRD. If we start varying too much, m20 will become something that its not meant to be. We should keep it as compatible with the primary SRD as possible.
Its a great idea, but I think its crossing the line.
Light ranged weapon: d4 (sling, hand crossbow) 10' ranged incrementDarrell said:It's an interesting take, but ranges (weapon/distance ranges, not crit ranges) are needed for ranged weapons. Maybe something like a full damage up to x ft., half damage at up to twice that distance, no damage beyond that distance.