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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Parrying Weapons
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<blockquote data-quote="Sword of Spirit" data-source="post: 8510006" data-attributes="member: 6677017"><p>I like what was done with the weapons in Level Up, with all of those interesting properties creating more choices and possibilities. However, some of the specifics of which properties go on which weapons missed the mark for me.</p><p></p><p>For me and pretty much everyone I play with, if asked we would say we want our combat scenes to look cinematic. If someone has a rapier, they should be parrying up a storm like the Three Musketeers or the Princess Bride, etc. The suspension of disbelief needed to have them ward off a dragon's bite with their rapier is less than the suspension of expectation needed to have their rapier be worth squat for parrying. <em>Especially since, </em>I should note, it makes little sense to parry the bite of an enormous creature with <em>any</em> melee weapon, so some weapons being better than other in such situations only affects verisimilitude in limited circumstances anyway.</p><p></p><p>Another problem with the weapons for me is that to be effective with the rules the scimitar should basically only be used as an off-hand weapon by someone who is using a bastard sword or short sword in their primary hand. The concept of dual-wielding <strong>two</strong> scimitars has become a thing, but despite the fact that you can technically do that with the A5e rules, there is virtually no benefit to doing so. I suppose a druid could benefit from it, since they are proficient in scimitars but not martial weapons, but anyone who is proficient in martial weapons is better off using a shortsword in their primary hand (parrying property) or a bastard sword if they are Strength based (parrying plus more damage).</p><p></p><p>That being said, there is a balance between weapons on the table. If you want to maintain that balance, you can't just add properties. There is also a balance regarding who has access to which weapon proficiencies. For example, in the prior version of the Adventurer's Guide, the rogue didn't have proficiency with the dueling dagger. This limited their options compared to a Dex-based warrior who is proficient in all martial weapons, and it was kind of cool. The final version, however, gave them dueling dagger proficiency and that has thrown off that balance. Now a dual-wielding rogue should be using a rapier (or sabre) and a dueling dagger. That's it. There is no other competing choice--everything else is strictly inferior.</p><p></p><p>Those are the places that stick out the most to me as rough spots. Because of this, I'm just going to make my own table, taking what A5e has done and switching it around a bit. I'm not sure what it's going to look like, but thoughts that I've had include:</p><p>-Add certain weapon properties that only apply if the wielder uses the weapon under certain conditions</p><p>-Scimitar could have the parrying property when you are wielding two scimitars</p><p>-Rapiers and sabres could have the parrying property if you are not wielding another weapon</p><p></p><p>Those are the sorts of things I'm considering that I think would fix what I see as rough edges in the details. (I have other changes I want to make, but they are for reasons of personal preference and better compatibility with O5e.)</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 8510006, member: 6677017"] I like what was done with the weapons in Level Up, with all of those interesting properties creating more choices and possibilities. However, some of the specifics of which properties go on which weapons missed the mark for me. For me and pretty much everyone I play with, if asked we would say we want our combat scenes to look cinematic. If someone has a rapier, they should be parrying up a storm like the Three Musketeers or the Princess Bride, etc. The suspension of disbelief needed to have them ward off a dragon's bite with their rapier is less than the suspension of expectation needed to have their rapier be worth squat for parrying. [I]Especially since, [/I]I should note, it makes little sense to parry the bite of an enormous creature with [I]any[/I] melee weapon, so some weapons being better than other in such situations only affects verisimilitude in limited circumstances anyway. Another problem with the weapons for me is that to be effective with the rules the scimitar should basically only be used as an off-hand weapon by someone who is using a bastard sword or short sword in their primary hand. The concept of dual-wielding [B]two[/B] scimitars has become a thing, but despite the fact that you can technically do that with the A5e rules, there is virtually no benefit to doing so. I suppose a druid could benefit from it, since they are proficient in scimitars but not martial weapons, but anyone who is proficient in martial weapons is better off using a shortsword in their primary hand (parrying property) or a bastard sword if they are Strength based (parrying plus more damage). That being said, there is a balance between weapons on the table. If you want to maintain that balance, you can't just add properties. There is also a balance regarding who has access to which weapon proficiencies. For example, in the prior version of the Adventurer's Guide, the rogue didn't have proficiency with the dueling dagger. This limited their options compared to a Dex-based warrior who is proficient in all martial weapons, and it was kind of cool. The final version, however, gave them dueling dagger proficiency and that has thrown off that balance. Now a dual-wielding rogue should be using a rapier (or sabre) and a dueling dagger. That's it. There is no other competing choice--everything else is strictly inferior. Those are the places that stick out the most to me as rough spots. Because of this, I'm just going to make my own table, taking what A5e has done and switching it around a bit. I'm not sure what it's going to look like, but thoughts that I've had include: -Add certain weapon properties that only apply if the wielder uses the weapon under certain conditions -Scimitar could have the parrying property when you are wielding two scimitars -Rapiers and sabres could have the parrying property if you are not wielding another weapon Those are the sorts of things I'm considering that I think would fix what I see as rough edges in the details. (I have other changes I want to make, but they are for reasons of personal preference and better compatibility with O5e.) [/QUOTE]
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