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Project Phoenix fighter discussion (Forked from: Feat Points)
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<blockquote data-quote="Kerrick" data-source="post: 5032141" data-attributes="member: 4722"><p>Slight OT post regarding weapon groups: I've been waffling about this for over a week now, debating whether or not I really want to do it. Finally, I decided to make a list of pros and cons, and to see exactly how much work it would entail. As it turns out, not much - here's what I've got.</p><p></p><p>[[size large]]Weapon Groups[[/size]]</p><p></p><p> Weapons can be divided into several groups, as noted below. </p><p></p><p>[[div class="indent"]]</p><p> **Axes:** Battle axe, dwarven urgrosh*, dwarven waraxe*, greataxe, hand axe.[[/div]]</p><p></p><p> **Bows:** Composite longbow, composite shortbow, longbow, shortbow.</p><p></p><p> **Crossbows:** Hand crossbow, heavy crossbow, light crossbow, repeating crossbow*.</p><p></p><p> **Double Weapons:** Dire flail*, orc double axe*, quarterstaff, two-bladed sword*.</p><p></p><p> **Flails:** Heavy flail, light flail, nunchaku*.</p><p></p><p> **Heavy Blades:** Bastard sword*, falchion, greatsword, longsword, scimitar.</p><p></p><p> **Light Blades:** Dagger, kukri, punching dagger, rapier, sai, short sword.</p><p></p><p> **Maces and Clubs:** Club, greatclub, heavy mace, light mace, morningstar, sap.</p><p></p><p> **Picks and Hammers:** Gnomish hooked hammer*, heavy pick, kama, light hammer, light pick, scythe, sickle, warhammer.</p><p></p><p> **Polearms:** Glaive, guisarme, halberd, ranseur.</p><p></p><p> **Slings and Thrown Weapons:** Dagger, dart, shuriken, sling.</p><p></p><p> **Spears and Lances:** Javelin, lance, longspear, shortspear, spear, trident.</p><p></p><p> **Unarmed:** Spiked gauntlet, unarmed strike.</p><p></p><p> **Whips and Chains:** Spiked chain*, whip*.</p><p></p><p> *This is an exotic weapon and has additional prerequisites for proper use. See the individual description for more details.</p><p></p><p>All classes would, of course, get a set number of weapon groups on creation. PrCs do not get any. I think I'll add that you can get a new weapon group every 6 points of BAB (the fighter gets them every 4, AND he can specialize, whereas no one else can), to eliminate dipping into a martial class for a load of weapons while still enabling PCs to get more WPs if they want them. </p><p></p><p>As far as simple/martial weapons: The main problem I had was figuring out what to do with them. I finally came up with a solution, which removed the final obstacle to instituting this system. All characters can use simple weapons in their groups without penalty. Martial weapons, however, require the MWP feat - it grants proficiency with any martial weapons in your groups. <em>For example:</em> Josef the mage takes Slings and Spears as his two groups. Of the weapons in his groups, the shuriken, javelin, lance, and trident are all martial - he suffers a -2 penalty to use them (as opposed to -4 for a weapon outside of his allowed groups). If he took the MWP feat, he could use all those weapons without penalty.</p><p></p><p>This most closely simulates advanced training without the kludgy simple/martial weapons system - some weapons, while similar to what you know, are just different enough that they require a little extra effort to learn to wield properly.</p><p></p><p>And finally, here's a list of weapon groups. The druid was too hard to assign groups to, so I finally just stuck with the basic list (plus bows). Martial arts uses a wide variety of weapons, so I just gave monks a choice of groups instead of a limited selection. All martial classes and monks get the MWP feat for free.</p><p></p><p> Barbarian: Any four; MWP free (I'm ditching the barbarian, but it's included in case anyone else wants to use this system).</p><p></p><p> Bard: Light blades, Slings, and one of the player's choice.</p><p></p><p> Cleric: Any three of the player's choice.</p><p></p><p> Druid: Bow (long and short), club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear, and natural attacks.</p><p></p><p> Fighter: Any four; MWP free</p><p></p><p> Monk: Any three; MWP free</p><p></p><p> Paladin: Any four; MWP free</p><p></p><p> Ranger: Bows + any three; MWP free</p><p></p><p> Rogue: Bows OR Crossbows, Light Blades, Slings</p><p></p><p> Sor/Wiz: Any two.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 5032141, member: 4722"] Slight OT post regarding weapon groups: I've been waffling about this for over a week now, debating whether or not I really want to do it. Finally, I decided to make a list of pros and cons, and to see exactly how much work it would entail. As it turns out, not much - here's what I've got. [[size large]]Weapon Groups[[/size]] Weapons can be divided into several groups, as noted below. [[div class="indent"]] **Axes:** Battle axe, dwarven urgrosh*, dwarven waraxe*, greataxe, hand axe.[[/div]] **Bows:** Composite longbow, composite shortbow, longbow, shortbow. **Crossbows:** Hand crossbow, heavy crossbow, light crossbow, repeating crossbow*. **Double Weapons:** Dire flail*, orc double axe*, quarterstaff, two-bladed sword*. **Flails:** Heavy flail, light flail, nunchaku*. **Heavy Blades:** Bastard sword*, falchion, greatsword, longsword, scimitar. **Light Blades:** Dagger, kukri, punching dagger, rapier, sai, short sword. **Maces and Clubs:** Club, greatclub, heavy mace, light mace, morningstar, sap. **Picks and Hammers:** Gnomish hooked hammer*, heavy pick, kama, light hammer, light pick, scythe, sickle, warhammer. **Polearms:** Glaive, guisarme, halberd, ranseur. **Slings and Thrown Weapons:** Dagger, dart, shuriken, sling. **Spears and Lances:** Javelin, lance, longspear, shortspear, spear, trident. **Unarmed:** Spiked gauntlet, unarmed strike. **Whips and Chains:** Spiked chain*, whip*. *This is an exotic weapon and has additional prerequisites for proper use. See the individual description for more details. All classes would, of course, get a set number of weapon groups on creation. PrCs do not get any. I think I'll add that you can get a new weapon group every 6 points of BAB (the fighter gets them every 4, AND he can specialize, whereas no one else can), to eliminate dipping into a martial class for a load of weapons while still enabling PCs to get more WPs if they want them. As far as simple/martial weapons: The main problem I had was figuring out what to do with them. I finally came up with a solution, which removed the final obstacle to instituting this system. All characters can use simple weapons in their groups without penalty. Martial weapons, however, require the MWP feat - it grants proficiency with any martial weapons in your groups. [I]For example:[/I] Josef the mage takes Slings and Spears as his two groups. Of the weapons in his groups, the shuriken, javelin, lance, and trident are all martial - he suffers a -2 penalty to use them (as opposed to -4 for a weapon outside of his allowed groups). If he took the MWP feat, he could use all those weapons without penalty. This most closely simulates advanced training without the kludgy simple/martial weapons system - some weapons, while similar to what you know, are just different enough that they require a little extra effort to learn to wield properly. And finally, here's a list of weapon groups. The druid was too hard to assign groups to, so I finally just stuck with the basic list (plus bows). Martial arts uses a wide variety of weapons, so I just gave monks a choice of groups instead of a limited selection. All martial classes and monks get the MWP feat for free. Barbarian: Any four; MWP free (I'm ditching the barbarian, but it's included in case anyone else wants to use this system). Bard: Light blades, Slings, and one of the player's choice. Cleric: Any three of the player's choice. Druid: Bow (long and short), club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear, and natural attacks. Fighter: Any four; MWP free Monk: Any three; MWP free Paladin: Any four; MWP free Ranger: Bows + any three; MWP free Rogue: Bows OR Crossbows, Light Blades, Slings Sor/Wiz: Any two. [/QUOTE]
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