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<blockquote data-quote="thorgrit" data-source="post: 7227564" data-attributes="member: 61124"><p>I can think of some knobs to turn for modifying weapons. First, rather than disadvantage, I'd suggest just using the normal proficiency rules - if a character is using a weapon they're not proficient with, they just don't add their proficiency bonus to the attack roll.</p><p></p><p>Treat a racial weapon as Simple instead of Martial for members of that race.</p><p>Make proficiency bonus 1 higher on attack rolls with the weapon.</p><p>Increase critical range with the weapon</p><p>Increase the average but not maximum damage of the weapon similar to 4e's Brutal property - ie reroll 1s</p><p>Increase critical damage with the weapon (instead of rolling twice the damage dice, roll 1 and treat the other as maximized; or roll 3 times and pick which set of 2)</p><p>Allow a Versatile weapon to be used one-handed but with the Versatile damage die</p><p>Make or modify lesser-used weapons that, when used by a character of that race, are statistically similar to "overused" weapons, for flavor reasons.</p><p>If you use fumble rules, negate the effects of a fumble when using that weapon.</p><p>Harder for foes to Disarm the wielder of that weapon</p><p>Bonus to Charisma (Intimidation) checks when weapon is visibly carried</p><p>Bonus to Dexterity (Sleight of Hand) checks made to hide the weapon on one's person</p><p>Ability to do nonlethal damage with a ranged or thrown attack</p><p>Can act as a spellcasting focus</p><p>Can be drawn as a free action</p><p>Normal thrown range increased</p><p>Can treat the weapon as Light/Heavy if it normally doesn't have that property</p><p>Can be treated as if it had the Thrown property if it normally doesn't</p><p></p><p>That's all off the top of my head, sorry it's a bit disorganized, and ranges from rarely-usable to probably-too-powerful.</p></blockquote><p></p>
[QUOTE="thorgrit, post: 7227564, member: 61124"] I can think of some knobs to turn for modifying weapons. First, rather than disadvantage, I'd suggest just using the normal proficiency rules - if a character is using a weapon they're not proficient with, they just don't add their proficiency bonus to the attack roll. Treat a racial weapon as Simple instead of Martial for members of that race. Make proficiency bonus 1 higher on attack rolls with the weapon. Increase critical range with the weapon Increase the average but not maximum damage of the weapon similar to 4e's Brutal property - ie reroll 1s Increase critical damage with the weapon (instead of rolling twice the damage dice, roll 1 and treat the other as maximized; or roll 3 times and pick which set of 2) Allow a Versatile weapon to be used one-handed but with the Versatile damage die Make or modify lesser-used weapons that, when used by a character of that race, are statistically similar to "overused" weapons, for flavor reasons. If you use fumble rules, negate the effects of a fumble when using that weapon. Harder for foes to Disarm the wielder of that weapon Bonus to Charisma (Intimidation) checks when weapon is visibly carried Bonus to Dexterity (Sleight of Hand) checks made to hide the weapon on one's person Ability to do nonlethal damage with a ranged or thrown attack Can act as a spellcasting focus Can be drawn as a free action Normal thrown range increased Can treat the weapon as Light/Heavy if it normally doesn't have that property Can be treated as if it had the Thrown property if it normally doesn't That's all off the top of my head, sorry it's a bit disorganized, and ranges from rarely-usable to probably-too-powerful. [/QUOTE]
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