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Missing weapons?
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<blockquote data-quote="DND_Reborn" data-source="post: 7928169" data-attributes="member: 6987520"><p>LOL true enough!</p><p></p><p>I agree. We re-defined and added a bunch of properties for our table. In summary:</p><ul> <li data-xf-list-type="ul">Ammo requires the use of both hands for such weapons, unless you use it as an improved weapon attack (using your bow as a club or staff, etc.).</li> <li data-xf-list-type="ul">Finesse only grants the use of DEX on attack rolls, it does not allow DEX to be used for damage rolls.</li> <li data-xf-list-type="ul">Heavy grants a half increase (round down) to STR to damage. (This makes longbows more realistic!) You must use both hands for these weapons or you lose the STR damage boost and attack with disadvantage.</li> <li data-xf-list-type="ul">Light reduces STR to damage to half (round down).</li> <li data-xf-list-type="ul">Loading weapons never benefit from STR to damage.</li> <li data-xf-list-type="ul">Range weapons only benefit from STR to damage in normal range, at long range they don't.</li> <li data-xf-list-type="ul">Two-handed property was removed as it was pretty much redundant with heavy and ranged weapons anyway.</li> <li data-xf-list-type="ul">Versatile weapons used with both hands can gain either the finesse property or the heavy property, as the wielder chooses which for each attack when made.</li> </ul><p></p><p>We added Skewer, Stun, and Wound. These properties only come into play if you score a critical hit and the target fails a DEX, STR, or CON (respectively) saving throw.</p><p></p><p>We also have special rules for lances, whips, nets, etc. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I've added the pdf if you want to read everything over.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7928169, member: 6987520"] LOL true enough! I agree. We re-defined and added a bunch of properties for our table. In summary: [LIST] [*]Ammo requires the use of both hands for such weapons, unless you use it as an improved weapon attack (using your bow as a club or staff, etc.). [*]Finesse only grants the use of DEX on attack rolls, it does not allow DEX to be used for damage rolls. [*]Heavy grants a half increase (round down) to STR to damage. (This makes longbows more realistic!) You must use both hands for these weapons or you lose the STR damage boost and attack with disadvantage. [*]Light reduces STR to damage to half (round down). [*]Loading weapons never benefit from STR to damage. [*]Range weapons only benefit from STR to damage in normal range, at long range they don't. [*]Two-handed property was removed as it was pretty much redundant with heavy and ranged weapons anyway. [*]Versatile weapons used with both hands can gain either the finesse property or the heavy property, as the wielder chooses which for each attack when made. [/LIST] We added Skewer, Stun, and Wound. These properties only come into play if you score a critical hit and the target fails a DEX, STR, or CON (respectively) saving throw. We also have special rules for lances, whips, nets, etc. :) I've added the pdf if you want to read everything over. [/QUOTE]
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