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<blockquote data-quote="occam" data-source="post: 6314344" data-attributes="member: 39815"><p>Ideas for fixes, using the existing list as a base:</p><p></p><ul> <li data-xf-list-type="ul">Club: No changes, it can continue to be suboptimal; making damage 1d6 would still leave it that way, too</li> <li data-xf-list-type="ul">Greatclub: 1d10 damage, like a non-versatile warhammer</li> <li data-xf-list-type="ul">Javelin: Make it light, essentially the same as a handaxe</li> <li data-xf-list-type="ul">Light hammer: 1d6 damage, same as a handaxe</li> <li data-xf-list-type="ul">Mace: Make it versatile (1d8), same as what a quarterstaff was</li> <li data-xf-list-type="ul">Quarterstaff: Make it finesse, two-handed, still 1d6 damage</li> <li data-xf-list-type="ul">Greataxe: Make it brutal 1, rerolling 1s gives it the same damage range as the greatsword on a flat curve</li> <li data-xf-list-type="ul">Morningstar: Make it versatile (1d10)</li> <li data-xf-list-type="ul">Trident: Eliminate, or just duplicate the spear</li> </ul><p></p><p>Note that the greataxe doesn't need fixing if the most recent playtest crit rule is still in place.</p></blockquote><p></p>
[QUOTE="occam, post: 6314344, member: 39815"] Ideas for fixes, using the existing list as a base: [LIST] [*]Club: No changes, it can continue to be suboptimal; making damage 1d6 would still leave it that way, too [*]Greatclub: 1d10 damage, like a non-versatile warhammer [*]Javelin: Make it light, essentially the same as a handaxe [*]Light hammer: 1d6 damage, same as a handaxe [*]Mace: Make it versatile (1d8), same as what a quarterstaff was [*]Quarterstaff: Make it finesse, two-handed, still 1d6 damage [*]Greataxe: Make it brutal 1, rerolling 1s gives it the same damage range as the greatsword on a flat curve [*]Morningstar: Make it versatile (1d10) [*]Trident: Eliminate, or just duplicate the spear [/LIST] Note that the greataxe doesn't need fixing if the most recent playtest crit rule is still in place. [/QUOTE]
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