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Moar fun with weapons
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<blockquote data-quote="Szatany" data-source="post: 6054478" data-attributes="member: 21178"><p>I've been thinking about how to make weapons in DNDN more interesting to players, and also more diverse. It's about making weapons better with certain maneuvers so they play differently if a player chooses so. It also makes weapons more distinct from eachother. </p><p></p><p>In a hand of a skilled warrior, a weapon causes not only harm, but is also a specific tool for specific purpose. In its description, each weapon lists a number of maneuvers. When a character uses one of those maneuvers while wielding the weapon, he or she can add one expertise die to the roll for free. The size of die is equal to the size of die he can normally use.</p><p>If a character has expertise dice but doesn't have a maneuver his weapon enhances, he can now use that manuever with a single expertise die.</p><p>Alternatively (and this is a weaker variant), weapon would not grant an extra die to its maneuvers, but only increase dice already used by 1 step (d6 to d8 etc.). In this variant, a character without proper maneuver still can't execute it.</p><p></p><p><strong>Basic Weapons</strong></p><p>--Club (<em>glancing blow</em>)</p><p>--Greatclub (<em>glancing blow</em>)</p><p>--Handaxe (<em>cleave</em>)</p><p>--Mace (<em>glancing blow</em>)</p><p>--Scythe (<em>cleave</em>)</p><p>--Sickle</p><p>--Spear (<em>parry</em>)</p><p>--Trident</p><p>--War pick</p><p><strong>Finesse Weapons</strong></p><p>--Dagger (<em>composed attack, opportunist</em>)</p><p>--Katana (<em>composed attack, parry, spring attack</em>)</p><p>--Quarterstaff (<em>glancing blow, parry</em>)</p><p>--Rapier (<em>composed attack, opportunist, spring attack</em>)</p><p>--Scimitar (<em>parry, spring attack</em>)</p><p>--Short sword (<em>opportunist, parry</em>)</p><p>--Spiked chain (<em>whirlwind attack</em>)</p><p>--Whip (<em>spring attack, whirlwind attack</em>)</p><p><strong>Martial Weapons</strong></p><p>--Bastard sword (<em>parry</em>)</p><p>--Battleaxe (<em>cleave</em>)</p><p>--Flail (<em>glancing blow</em>)</p><p>--Longsword (<em>parry</em>)</p><p>--Morningstar (<em>glancing blow</em>)</p><p>--Throwing axe</p><p>--Warhammer (<em>glancing blow</em>)</p><p><strong>Heavy Weapons</strong></p><p>--Glaive (<em>protect, whirlwind attack</em>)</p><p>--Greataxe (<em>cleave, whirlwind attack</em>)</p><p>--Greatsword (<em>protect, whirlwind attack</em>)</p><p>--Lance</p><p>--Longspear (<em>protect</em>)</p><p>--Halberd (<em>cleave, whirlwind attack</em>)</p><p>--Maul (<em>glancing blow</em>)</p><p><strong>Simple Missile Weapons</strong></p><p>--Crossbow, hand (<em>precise shot, sneak attack</em>)</p><p>--Dart</p><p>--Sling</p><p><strong>Martial Missile Weapons</strong></p><p>--Crossbow, light (<em>precise shot</em>)</p><p>--Javelin</p><p>--Shortbow (<em>volley</em>)</p><p>--Throwing hammer</p><p><strong>Heavy Missile Weapons</strong></p><p>--Crossbow, heavy (<em>precise shot</em>)</p><p>--Longbow (<em>volley</em>)</p><p><strong>Shields</strong></p><p>--Small shield (<em>protect</em>)</p><p>--Large shield (<em>parry, protect</em>) (same as small shield but more expensive and heavier)</p><p></p><p>I have, of course, eyeballed specific weapons, going by what felt right rather than playtesting it, but you get the idea. Ideally I'd have every weapon (except simple ones) tied to at least one maneuver, but there just aren't that many.</p><p>What do you guys think?</p></blockquote><p></p>
[QUOTE="Szatany, post: 6054478, member: 21178"] I've been thinking about how to make weapons in DNDN more interesting to players, and also more diverse. It's about making weapons better with certain maneuvers so they play differently if a player chooses so. It also makes weapons more distinct from eachother. In a hand of a skilled warrior, a weapon causes not only harm, but is also a specific tool for specific purpose. In its description, each weapon lists a number of maneuvers. When a character uses one of those maneuvers while wielding the weapon, he or she can add one expertise die to the roll for free. The size of die is equal to the size of die he can normally use. If a character has expertise dice but doesn't have a maneuver his weapon enhances, he can now use that manuever with a single expertise die. Alternatively (and this is a weaker variant), weapon would not grant an extra die to its maneuvers, but only increase dice already used by 1 step (d6 to d8 etc.). In this variant, a character without proper maneuver still can't execute it. [B]Basic Weapons[/B] --Club ([I]glancing blow[/I]) --Greatclub ([I]glancing blow[/I]) --Handaxe ([I]cleave[/I]) --Mace ([I]glancing blow[/I]) --Scythe ([I]cleave[/I]) --Sickle --Spear ([I]parry[/I]) --Trident --War pick [B]Finesse Weapons[/B] --Dagger ([I]composed attack, opportunist[/I]) --Katana ([I]composed attack, parry, spring attack[/I]) --Quarterstaff ([I]glancing blow, parry[/I]) --Rapier ([I]composed attack, opportunist, spring attack[/I]) --Scimitar ([I]parry, spring attack[/I]) --Short sword ([I]opportunist, parry[/I]) --Spiked chain ([I]whirlwind attack[/I]) --Whip ([I]spring attack, whirlwind attack[/I]) [B]Martial Weapons[/B] --Bastard sword ([I]parry[/I]) --Battleaxe ([I]cleave[/I]) --Flail ([I]glancing blow[/I]) --Longsword ([I]parry[/I]) --Morningstar ([I]glancing blow[/I]) --Throwing axe --Warhammer ([I]glancing blow[/I]) [B]Heavy Weapons[/B] --Glaive ([I]protect, whirlwind attack[/I]) --Greataxe ([I]cleave, whirlwind attack[/I]) --Greatsword ([I]protect, whirlwind attack[/I]) --Lance --Longspear ([I]protect[/I]) --Halberd ([I]cleave, whirlwind attack[/I]) --Maul ([I]glancing blow[/I]) [B]Simple Missile Weapons[/B] --Crossbow, hand ([I]precise shot, sneak attack[/I]) --Dart --Sling [B]Martial Missile Weapons[/B] --Crossbow, light ([I]precise shot[/I]) --Javelin --Shortbow ([I]volley[/I]) --Throwing hammer [B]Heavy Missile Weapons[/B] --Crossbow, heavy ([I]precise shot[/I]) --Longbow ([I]volley[/I]) [b]Shields[/b] --Small shield ([I]protect[/I]) --Large shield ([I]parry, protect[/I]) (same as small shield but more expensive and heavier) I have, of course, eyeballed specific weapons, going by what felt right rather than playtesting it, but you get the idea. Ideally I'd have every weapon (except simple ones) tied to at least one maneuver, but there just aren't that many. What do you guys think? [/QUOTE]
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