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General Tabletop Discussion
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Revised Armor and Weapons Tables
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<blockquote data-quote="ren1999" data-source="post: 6028099" data-attributes="member: 85179"><p>I think this is my best armor table yet. </p><p></p><p>My weapons table is too rough. It's hard for me to read. But if I block out every weapon with good formatting I won't be able to include all the weapons for you to critique at a glance. </p><p></p><p>I've got some basic ideas for weapons as follows.</p><p></p><p>unless you're a monk, your fists and feet and a bar stool should do the least amount of damage 1d4, pulling a punch should allow you to reduce damage, there should be a knock out mechanic </p><p></p><p>bludgeoning weapons should allow you to reduce damage when holding back</p><p></p><p>small weapons are the fastest which aid initiative, do 1d6 of damage</p><p></p><p>off-hand weapons should do 1d8 damage</p><p></p><p>main weapons should do 1d10 damage</p><p></p><p>two-handed weapons should do the most damage such as 2d4, 2d6</p><p></p><p>long weapons should have a reach of 10 feet but should do less damage than main weapons because they are heavy, they are also two handed so you can't use a shield or an off-hand weapon with them</p><p></p><p>thrown weapons like all the weapons above should have a strength mod bonus to the damage</p><p></p><p>arrows should do 2d4, 2d6 because there will be no strength mod bonus to the damage. As another EnWorld participant suggested, the arrow does additional damage because of the artificial strength of the bow. </p><p></p><p>When designing these weapons, each weapon should have unique advantages and disadvantages to use. No single weapon should be so worthless that nobody every chooses it. A Rouge might choose a dagger because she wants speed and surprise. She's sacrifice additional damage to do it.</p></blockquote><p></p>
[QUOTE="ren1999, post: 6028099, member: 85179"] I think this is my best armor table yet. My weapons table is too rough. It's hard for me to read. But if I block out every weapon with good formatting I won't be able to include all the weapons for you to critique at a glance. I've got some basic ideas for weapons as follows. unless you're a monk, your fists and feet and a bar stool should do the least amount of damage 1d4, pulling a punch should allow you to reduce damage, there should be a knock out mechanic bludgeoning weapons should allow you to reduce damage when holding back small weapons are the fastest which aid initiative, do 1d6 of damage off-hand weapons should do 1d8 damage main weapons should do 1d10 damage two-handed weapons should do the most damage such as 2d4, 2d6 long weapons should have a reach of 10 feet but should do less damage than main weapons because they are heavy, they are also two handed so you can't use a shield or an off-hand weapon with them thrown weapons like all the weapons above should have a strength mod bonus to the damage arrows should do 2d4, 2d6 because there will be no strength mod bonus to the damage. As another EnWorld participant suggested, the arrow does additional damage because of the artificial strength of the bow. When designing these weapons, each weapon should have unique advantages and disadvantages to use. No single weapon should be so worthless that nobody every chooses it. A Rouge might choose a dagger because she wants speed and surprise. She's sacrifice additional damage to do it. [/QUOTE]
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