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Reworking weapons... need some input.
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<blockquote data-quote="mirivor" data-source="post: 2470364" data-attributes="member: 7478"><p>Alrighty... I have, through a ridiculous amount of playing time, decided that the weapons in the game are not created equal... by any means. I know that some of you may criticize this, as the weapons have a seemingly tiny impact on the game, but I am a rules freak and balance lawyer. Sue me <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> It seemeth to me that a certain few of the weapons in the game get all of the glory, whilest the others remain lost in the dusty pit of forgotten gaming material. </p><p></p><p>So, given that situation, I have decided to rework the weapons for my homebrew campaign. My basis for the changes typically come from a similar weapon that I feel is just about right. This may get long-winded and convoluted, so I apologize in advance. My ideas are not quite in-line yet and that is where I hope to tap into many of your thoughts. </p><p></p><p>My main goal is to make all weapons just about equal with respect to other weapons in their classes. For instance: One glaring error that I have seen is the greatsword. I know, I know... <em>The greatsword??!! One of the relics of D&D and he wants to nerf it??!!</em> Well I do. Here is why:</p><p>Starting with the dagger and progressing up to the longsword, we have a nice steady progression of damage and ability. To demonstrate:</p><p></p><p><strong>Dagger, Simple, Light, 1D4 damage, 20 Ft range, 19-20/x2 crit.</strong></p><p><strong>Shortsword, Martial, Light, 1D6 damage, 19-20/x2 crit</strong></p><p><strong>Longsword, Martial, 1 handed, 1D8 damage, 19-20/x2 crit</strong></p><p></p><p>That progression is beautiful. It is even, steady, and you don't see any huge jumps. For you math wizzes, each weapon deals, on average, and additional 1 point of damage per successful swing. (NOTE: the dagger nearly breaks the system. It has a good crit, range attack, and two types of damage. I am on the verge of nerfing it to a 20 crit.)</p><p></p><p>Now let me add the almighty Greatsword.</p><p></p><p><strong>Greatsword, martial, 2 handed, <u>2D6 damage</u>, 19-20/x2 crit</strong></p><p></p><p>The problem here is the HUGE jump in damage from the longsword. The longsword averages 4.5 damage on each swing. The Greatsword averages 7.0. It doesn't sound like a lot, but compared to the 1 point jumps in average on all blades before it, it is MASSIVE! Now you are thinking, "but it is two-handed and heavy, it is supposed to do a lot of damage!". I agree with that, but there are numerous other rules in place that already allow that to happen. Power Attack's huge bonus to 2-handed weapons and the strength bonus to them more than make them damage dealing machines without the help of extra damage dice. My thoughts: Make the bastard sword the standard two-handed weapon. It makes perfect sense as those who want to fight with 2 hands may do so, and those willing to burn a feat cna wield it with one hand and forgo the larger damage capability. This would eliminate the need for the greatsword entirely.</p><p></p><p>I would alter or move the majority of the simple and martial weapons in this manner. The axes would look very similar to the swords, with the dwarven waraxe replacing the out-of-whack great axe as the two hander of choice. Like so:</p><p></p><p>Throwing axe</p><p>Handaxe</p><p>Battleaxe</p><p>Dwarven Waraxe</p><p></p><p>Hammer</p><p>Warhammer</p><p>Maul</p><p></p><p>Shortspear</p><p>Longspear</p><p>Spear</p><p></p><p>Note that in each category, you are able to select form a simple, light, 1 handed, and 2 handed weapon, with the two-handed weapon typically being able to be wielded exotically for some special benefit, if the character desires. </p><p></p><p>In each case, I have selected a standard weapon that I think has a good solid foundation. I use that to alter or get rid of other weapons. For instance, if a weapon is simple, it usually sacrifices one of the following aspects: crit range, damage die, or crit multiplier. Most of the simple weapons in the game have a 20/x2 crit and lower damage than their martial cousins. Upgrading to martial gives you a benefit in one of the aforementioned aspects. The longspear vs. the Glaive is a good example. I lowered the longspears crit to x2, because the glaive's is x3. Exact same weapon practically, but the martial weapon should be stronger. </p><p></p><p>Gosh, what a mess.... just leave a note if you understand this jumble. I hope to be able to provide a posted list of my weapons so that all of you who read this might better understand what I am trying to do.</p></blockquote><p></p>
[QUOTE="mirivor, post: 2470364, member: 7478"] Alrighty... I have, through a ridiculous amount of playing time, decided that the weapons in the game are not created equal... by any means. I know that some of you may criticize this, as the weapons have a seemingly tiny impact on the game, but I am a rules freak and balance lawyer. Sue me :] It seemeth to me that a certain few of the weapons in the game get all of the glory, whilest the others remain lost in the dusty pit of forgotten gaming material. So, given that situation, I have decided to rework the weapons for my homebrew campaign. My basis for the changes typically come from a similar weapon that I feel is just about right. This may get long-winded and convoluted, so I apologize in advance. My ideas are not quite in-line yet and that is where I hope to tap into many of your thoughts. My main goal is to make all weapons just about equal with respect to other weapons in their classes. For instance: One glaring error that I have seen is the greatsword. I know, I know... [I]The greatsword??!! One of the relics of D&D and he wants to nerf it??!![/I] Well I do. Here is why: Starting with the dagger and progressing up to the longsword, we have a nice steady progression of damage and ability. To demonstrate: [B]Dagger, Simple, Light, 1D4 damage, 20 Ft range, 19-20/x2 crit. Shortsword, Martial, Light, 1D6 damage, 19-20/x2 crit Longsword, Martial, 1 handed, 1D8 damage, 19-20/x2 crit[/B] That progression is beautiful. It is even, steady, and you don't see any huge jumps. For you math wizzes, each weapon deals, on average, and additional 1 point of damage per successful swing. (NOTE: the dagger nearly breaks the system. It has a good crit, range attack, and two types of damage. I am on the verge of nerfing it to a 20 crit.) Now let me add the almighty Greatsword. [B]Greatsword, martial, 2 handed, [U]2D6 damage[/U], 19-20/x2 crit[/B] The problem here is the HUGE jump in damage from the longsword. The longsword averages 4.5 damage on each swing. The Greatsword averages 7.0. It doesn't sound like a lot, but compared to the 1 point jumps in average on all blades before it, it is MASSIVE! Now you are thinking, "but it is two-handed and heavy, it is supposed to do a lot of damage!". I agree with that, but there are numerous other rules in place that already allow that to happen. Power Attack's huge bonus to 2-handed weapons and the strength bonus to them more than make them damage dealing machines without the help of extra damage dice. My thoughts: Make the bastard sword the standard two-handed weapon. It makes perfect sense as those who want to fight with 2 hands may do so, and those willing to burn a feat cna wield it with one hand and forgo the larger damage capability. This would eliminate the need for the greatsword entirely. I would alter or move the majority of the simple and martial weapons in this manner. The axes would look very similar to the swords, with the dwarven waraxe replacing the out-of-whack great axe as the two hander of choice. Like so: Throwing axe Handaxe Battleaxe Dwarven Waraxe Hammer Warhammer Maul Shortspear Longspear Spear Note that in each category, you are able to select form a simple, light, 1 handed, and 2 handed weapon, with the two-handed weapon typically being able to be wielded exotically for some special benefit, if the character desires. In each case, I have selected a standard weapon that I think has a good solid foundation. I use that to alter or get rid of other weapons. For instance, if a weapon is simple, it usually sacrifices one of the following aspects: crit range, damage die, or crit multiplier. Most of the simple weapons in the game have a 20/x2 crit and lower damage than their martial cousins. Upgrading to martial gives you a benefit in one of the aforementioned aspects. The longspear vs. the Glaive is a good example. I lowered the longspears crit to x2, because the glaive's is x3. Exact same weapon practically, but the martial weapon should be stronger. Gosh, what a mess.... just leave a note if you understand this jumble. I hope to be able to provide a posted list of my weapons so that all of you who read this might better understand what I am trying to do. [/QUOTE]
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