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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Parrying Weapons
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<blockquote data-quote="lichmaster" data-source="post: 8510687" data-attributes="member: 6683330"><p>Same here! Overall I find the equipment section exceptional: it can easily be plugged and played in o5e, and it immediately results in a more interesting game!</p><p></p><p></p><p>I can see that. Maybe I'll have to tweak some weapons, depending on my players' reaction to them</p><p></p><p>Having a trade off is an important aspect for me. No brainer choices like these shouldn't really be there IMO.</p><p></p><p>I like that there are general guidelines about how to generate weapons (with no more than 4 properties each), and I think this will be a section ripe for homeruling or supplements.</p><p>One thing I'll probably do is to generate a point buy system for weapons and armors, so they're all "balanced" in a way.</p><p>For example, you always start with a 1d4 small simple weapon with no properties, a very low cost and a damage of choice.</p><p>Then for every "point" you either change the damage, the size, or buy a property, and the cost increases. After a certain amount of points the weapon has to be martial, and depending on the size the damage cannot be more than a max die (1d6 for small, 1d8 for 1h medium and 2d6 for 2h). This idea borrows heavily for how weapons were generated in Trailblazer.</p><p></p><p>I agree with you, there are some things I will change straight away, for personal preference: one being the attribute bonus linked to the background, and the other being the attribute bonus linked to the kind of stronghold (there's no stronghold that gives a dex bonus, btw).</p></blockquote><p></p>
[QUOTE="lichmaster, post: 8510687, member: 6683330"] Same here! Overall I find the equipment section exceptional: it can easily be plugged and played in o5e, and it immediately results in a more interesting game! I can see that. Maybe I'll have to tweak some weapons, depending on my players' reaction to them Having a trade off is an important aspect for me. No brainer choices like these shouldn't really be there IMO. I like that there are general guidelines about how to generate weapons (with no more than 4 properties each), and I think this will be a section ripe for homeruling or supplements. One thing I'll probably do is to generate a point buy system for weapons and armors, so they're all "balanced" in a way. For example, you always start with a 1d4 small simple weapon with no properties, a very low cost and a damage of choice. Then for every "point" you either change the damage, the size, or buy a property, and the cost increases. After a certain amount of points the weapon has to be martial, and depending on the size the damage cannot be more than a max die (1d6 for small, 1d8 for 1h medium and 2d6 for 2h). This idea borrows heavily for how weapons were generated in Trailblazer. I agree with you, there are some things I will change straight away, for personal preference: one being the attribute bonus linked to the background, and the other being the attribute bonus linked to the kind of stronghold (there's no stronghold that gives a dex bonus, btw). [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Parrying Weapons
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