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Positing New Weapon Properties
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<blockquote data-quote="doctorbadwolf" data-source="post: 6908419" data-attributes="member: 6704184"><p>Oops! lol You're absolutely right. </p><p></p><p>I agree that the stats need balance, but I'd rather add more weapons that use str, and/or find a secondary use for str that is optional for light fighters but useful for all weapon users, and have things like the handaxe be finesse. It's just weird to me that it isn't finesse. </p><p></p><p>I want the game to have a good tripping property, but IMO the game first needs good rules to tripping, throwing, and disarming outside of the fighter. </p><p></p><p>For me, </p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">Disarm: </span></span></span><span style="font-family: 'Calibri'"><span style="color: #000000">When you hit a creature with a</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #000000">weapon attack, try to disarm it with a bonus action,forcing it to drop one item</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #000000">of your choice that it's holding. The target must make aStrength or Dexterity saving throw (it’s choice), </span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #000000">On a failed save, it drops the object you choose, Theobject lands at its feet. You may make a Sleight of Hand Check</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #000000">if the attempt succeeds. If it is higher than the save result of the creature you disarmed +5, the item instead </span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #000000">ends up in your hard, or in a spot within 5ft of you. You must have a free hand to take possession of the item</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #000000"></span></span></p><p></p><p><span style="font-family: 'Calibri'"><span style="color: #000000">Trip: </span></span><span style="font-family: 'Calibri'"><span style="color: #000000">When you hit a creature with a weapon</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #000000">attack, you can use a bonus action to attempt</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #000000">to knock the target down, if the target is Large or</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #000000">smaller, it must make a Strength or Dexterity savingthrow (it’s choice), On a</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #000000">failed save, you knock the target prone. If you areLarge, you can use this against a creature </span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #000000">ofsize Huge or smaller.</span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #000000"></span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #000000">And then I'd make the Grappling property boost grappling and Tripping, and also include a Disarming property. Maybe have a Defensive property that boosts defense and Disarming, and a Grappling property that boosts Grappling and Tripping. </span></span></p><p><span style="font-family: 'Calibri'"><span style="color: #000000"></span></span></p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 6908419, member: 6704184"] Oops! lol You're absolutely right. I agree that the stats need balance, but I'd rather add more weapons that use str, and/or find a secondary use for str that is optional for light fighters but useful for all weapon users, and have things like the handaxe be finesse. It's just weird to me that it isn't finesse. I want the game to have a good tripping property, but IMO the game first needs good rules to tripping, throwing, and disarming outside of the fighter. For me, [FONT=Calibri][SIZE=3][COLOR=#000000]Disarm: [/COLOR][/SIZE][/FONT][FONT=Calibri][COLOR=#000000]When you hit a creature with a[/COLOR][/FONT] [FONT=Calibri][COLOR=#000000]weapon attack, try to disarm it with a bonus action,forcing it to drop one item[/COLOR][/FONT] [FONT=Calibri][COLOR=#000000]of your choice that it's holding. The target must make aStrength or Dexterity saving throw (it’s choice), [/COLOR][/FONT] [FONT=Calibri][COLOR=#000000]On a failed save, it drops the object you choose, Theobject lands at its feet. You may make a Sleight of Hand Check if the attempt succeeds. If it is higher than the save result of the creature you disarmed +5, the item instead ends up in your hard, or in a spot within 5ft of you. You must have a free hand to take possession of the item [/COLOR][/FONT] [FONT=Calibri][COLOR=#000000]Trip: [/COLOR][/FONT][FONT=Calibri][COLOR=#000000]When you hit a creature with a weapon[/COLOR][/FONT] [FONT=Calibri][COLOR=#000000]attack, you can use a bonus action to attempt[/COLOR][/FONT] [FONT=Calibri][COLOR=#000000]to knock the target down, if the target is Large or[/COLOR][/FONT] [FONT=Calibri][COLOR=#000000]smaller, it must make a Strength or Dexterity savingthrow (it’s choice), On a[/COLOR][/FONT] [FONT=Calibri][COLOR=#000000]failed save, you knock the target prone. If you areLarge, you can use this against a creature [/COLOR][/FONT] [FONT=Calibri][COLOR=#000000]ofsize Huge or smaller. And then I'd make the Grappling property boost grappling and Tripping, and also include a Disarming property. Maybe have a Defensive property that boosts defense and Disarming, and a Grappling property that boosts Grappling and Tripping. [/COLOR][/FONT] [/QUOTE]
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