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Reworking weapons... need some input.
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<blockquote data-quote="Cheiromancer" data-source="post: 2470424" data-attributes="member: 141"><p>One thing you want to keep in mind is prices. Adventurers will get the best weapon available, but the local militia might use something almost as good but much cheaper. If different weapons have different craft DCs, that will also be a factor; orcs will make weapons that can be crafted quickly and cheaply, even if they aren't the absolute best.</p><p></p><p>Another thing is that suboptimal weapons can be the subject of feats and prestige classes that make them actually worthwhile (even considering the cost of the feat). It would be a shame if that were lost in a complete overhaul.</p><p></p><p>Third, some weapons are useful in peculiar circumstances. Underwater you need to use piercing weapons. In close quarters you can't swing a greataxe. Weapons that are easily hidden (or disguised as farm implements) are needed for clandestine missions. And so on; weapons that are otherwise suboptimal might shine in the right context.</p><p></p><p>Finally, not all weapons are created equal. It adds a feeling of realism that some things are just plain better, all things considered, than others. Too much mathematical balance can actually suck a bit of life out of the game.</p><p></p><p>All that being said, I am interested in seeing the details of your overhaul.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 2470424, member: 141"] One thing you want to keep in mind is prices. Adventurers will get the best weapon available, but the local militia might use something almost as good but much cheaper. If different weapons have different craft DCs, that will also be a factor; orcs will make weapons that can be crafted quickly and cheaply, even if they aren't the absolute best. Another thing is that suboptimal weapons can be the subject of feats and prestige classes that make them actually worthwhile (even considering the cost of the feat). It would be a shame if that were lost in a complete overhaul. Third, some weapons are useful in peculiar circumstances. Underwater you need to use piercing weapons. In close quarters you can't swing a greataxe. Weapons that are easily hidden (or disguised as farm implements) are needed for clandestine missions. And so on; weapons that are otherwise suboptimal might shine in the right context. Finally, not all weapons are created equal. It adds a feeling of realism that some things are just plain better, all things considered, than others. Too much mathematical balance can actually suck a bit of life out of the game. All that being said, I am interested in seeing the details of your overhaul. [/QUOTE]
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Reworking weapons... need some input.
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