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Positing New Weapon Properties
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<blockquote data-quote="Jago" data-source="post: 6908000" data-attributes="member: 6855130"><p>The Off Hand property is pretty great for the Rapier especially, and one I think is A+.</p><p></p><p>As for mine, I felt that the majority of them either giving up an Attack or needing your Bonus Action to activate (which there are many fun things to do with a Bonus Action) would help offset the power, although I can understand the hesitation.</p><p></p><p>Extra Crit I was trying to avoid a bit simply because that's a Half-Orc and Barbarian ability, so giving it to just anyone seemed a bit chincy. The same with expanding a critical threat range, since that's the Champion's ability.</p><p></p><p>Tripping and Knockback I like: Tripping basically allows for like Maneuver Rogues and Bards, very cool and flavorful.</p><p></p><p>Defensive appears to be a minor call to the <em>Defender</em> legendary weapon in the DMG, which is a +3 sword that can trade its +3 bonus between attack or AC. While I like the idea of basically allowing Combat Expertise for a weapon, with the way Bounded Accuracy works, I'm not entirely sure if this should be a basic ability: a +1 AC is actually quite a nice buff for someone who already has like a 16 or 18 in their attack stat and therefore can generally afford the -1 to hit. I like this ability, though, and I think a tweak in some way would help it. Maybe needing to use your Reaction to add the defense and therefore suffering the penalty the next time you attack?</p><p></p><p>Multi-Purpose is great and I'm honestly not sure why weapons lost it for 5E. My assumption is in the Developers trying to keep them simple so that way you can reflavor items easily ... I think.</p><p></p><p>Reactive sounds good, definitely helps with the lackluster damage of the Spear, although with Pikes it definitely makes Polearm Mastery very appealing with them, what with getting basically the equivalent of a crit on anything that enters your 10 ft. threat range.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>I dunno about you mate, but I don't get Crits, lol. I get them so rarely that I've always had a thing against abilities that are "On a Critical". I remember we played a game where we used a Crit Deck, and in the 1st combat I crit fumbled and got hit with a penalty of "You suffer a -1 to all attack rolls until you confirm a critical."</p><p></p><p>Guess who was swinging 1 below his Paladin BAB for the <em>rest of the game</em>?</p><p></p><p></p><p>With that said, I do like the idea of a Critical <em>expanding</em> these abilities, like the extended bleed or the Pick doing more damage to AC. That's actually a very neat feature and gives a fun option for Champions to invest in, since they can trigger those more often on average.</p><p></p><p></p><p></p><p></p><p>As a Bard, Finesse and I are the <em>best</em> of Friends. This is actually a cool way to factor in some fun weapon ideas, and kudos on making sure Heavy Weapons cannot have it. Stops some Great Sword Sneak Attack fiddleyness from getting out of hand, though a Finesse Battleaxe or even hell, a Mace would be pretty cool.</p></blockquote><p></p>
[QUOTE="Jago, post: 6908000, member: 6855130"] The Off Hand property is pretty great for the Rapier especially, and one I think is A+. As for mine, I felt that the majority of them either giving up an Attack or needing your Bonus Action to activate (which there are many fun things to do with a Bonus Action) would help offset the power, although I can understand the hesitation. Extra Crit I was trying to avoid a bit simply because that's a Half-Orc and Barbarian ability, so giving it to just anyone seemed a bit chincy. The same with expanding a critical threat range, since that's the Champion's ability. Tripping and Knockback I like: Tripping basically allows for like Maneuver Rogues and Bards, very cool and flavorful. Defensive appears to be a minor call to the [I]Defender[/I] legendary weapon in the DMG, which is a +3 sword that can trade its +3 bonus between attack or AC. While I like the idea of basically allowing Combat Expertise for a weapon, with the way Bounded Accuracy works, I'm not entirely sure if this should be a basic ability: a +1 AC is actually quite a nice buff for someone who already has like a 16 or 18 in their attack stat and therefore can generally afford the -1 to hit. I like this ability, though, and I think a tweak in some way would help it. Maybe needing to use your Reaction to add the defense and therefore suffering the penalty the next time you attack? Multi-Purpose is great and I'm honestly not sure why weapons lost it for 5E. My assumption is in the Developers trying to keep them simple so that way you can reflavor items easily ... I think. Reactive sounds good, definitely helps with the lackluster damage of the Spear, although with Pikes it definitely makes Polearm Mastery very appealing with them, what with getting basically the equivalent of a crit on anything that enters your 10 ft. threat range. I dunno about you mate, but I don't get Crits, lol. I get them so rarely that I've always had a thing against abilities that are "On a Critical". I remember we played a game where we used a Crit Deck, and in the 1st combat I crit fumbled and got hit with a penalty of "You suffer a -1 to all attack rolls until you confirm a critical." Guess who was swinging 1 below his Paladin BAB for the [I]rest of the game[/I]? With that said, I do like the idea of a Critical [I]expanding[/I] these abilities, like the extended bleed or the Pick doing more damage to AC. That's actually a very neat feature and gives a fun option for Champions to invest in, since they can trigger those more often on average. As a Bard, Finesse and I are the [I]best[/I] of Friends. This is actually a cool way to factor in some fun weapon ideas, and kudos on making sure Heavy Weapons cannot have it. Stops some Great Sword Sneak Attack fiddleyness from getting out of hand, though a Finesse Battleaxe or even hell, a Mace would be pretty cool. [/QUOTE]
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