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<blockquote data-quote="Dannyalcatraz" data-source="post: 6264095" data-attributes="member: 19675"><p>I wasn't exaggerating when I said i've used all 1-headed weapons except dagger as primary weapons for warriors, and simple 1 handers tend to be considered inferior choices for warriors. The Whip isn't exactly a powerhouse, either.</p><p></p><p>And the reason I haven't chosen a dagger for a warrior's primary weapon is be a use I see that as more of a rogue thing,</p><p></p><p></p><p></p><p>Mercenaries tend not to advertise that they killed people and how they did it. All we have to work with is crime reports.</p><p></p><p></p><p></p><p>To play to concept from first level, the PC essentially has to be human, have a Toad familiar (mechanically, the least valuable one in the game), and take one of the heritage feats and the spell-channelling feat associated with it. Additionally, once he can't channel spells, he's attacking at -9 to hit compared to a 1st level warrior with similar stats (1 less from class BAB; -4 to hit for non-proficiency with his Maul; -4 to hit from the ACF of non-proficient wearing of Scale mail).</p><p></p><p>Unless he subsequently multiclasses, he's going to be 5 levels away from proficiency in his armor and weapon, will be gaining d4HD and the worst BAB...and the gap between his attack rolls and real warriors will only grow.</p><p></p><p>So yes, a very non-optimized build.</p><p></p><p></p><p>HERO's decline isn't so much due to non-sale of supplements. Most of the people I know who play HERO tend to buy many supplements, as opposed to the big difference between the buying habits of DMs and players for D&D products.</p><p></p><p>HERO's decline is because HERO itself isn't all that popular. People tend to be turned off by the complexity of PC design, not realizing that gameplay generally runs pretty damn quickly & rules-light.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6264095, member: 19675"] I wasn't exaggerating when I said i've used all 1-headed weapons except dagger as primary weapons for warriors, and simple 1 handers tend to be considered inferior choices for warriors. The Whip isn't exactly a powerhouse, either. And the reason I haven't chosen a dagger for a warrior's primary weapon is be a use I see that as more of a rogue thing, Mercenaries tend not to advertise that they killed people and how they did it. All we have to work with is crime reports. To play to concept from first level, the PC essentially has to be human, have a Toad familiar (mechanically, the least valuable one in the game), and take one of the heritage feats and the spell-channelling feat associated with it. Additionally, once he can't channel spells, he's attacking at -9 to hit compared to a 1st level warrior with similar stats (1 less from class BAB; -4 to hit for non-proficiency with his Maul; -4 to hit from the ACF of non-proficient wearing of Scale mail). Unless he subsequently multiclasses, he's going to be 5 levels away from proficiency in his armor and weapon, will be gaining d4HD and the worst BAB...and the gap between his attack rolls and real warriors will only grow. So yes, a very non-optimized build. HERO's decline isn't so much due to non-sale of supplements. Most of the people I know who play HERO tend to buy many supplements, as opposed to the big difference between the buying habits of DMs and players for D&D products. HERO's decline is because HERO itself isn't all that popular. People tend to be turned off by the complexity of PC design, not realizing that gameplay generally runs pretty damn quickly & rules-light. [/QUOTE]
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