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*Pathfinder & Starfinder
Reworking weapons... need some input.
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<blockquote data-quote="mirivor" data-source="post: 2470522" data-attributes="member: 7478"><p>Cheiromancer, your points are all valid and ackowledged. Allow me to address each in turn:</p><p></p><p>Prices: This is to some extent true. However my beef begins when adventures pay an extra 1 or 2 hundred GP to gain a rather large and permanent benefit. I am at work and cannot think of specific examples, but I know that there are some weapons that are GROSSLY outshined by their more expensive relatives. I do not feel that this should be the case...masterwork weapons are the expensive, better versions of the various PHB weapons.</p><p>As for the crafting quickly idea, I completely agree. That is why orcs are commonly found wielding simple spears and maces. These simple weapons are cheap and easy to craft.</p><p></p><p>Feats and PrCs: I am eliminating nearly all of the PrC's from my game and creating entire new ones. I feel that PrC's have not followed their intended path of flavor and strayed down the road of super-duper-ultra power gaming at its finest. Feats I agree with, however don't forget that there are also feats to vastly improve the over-the-top weapons as well.</p><p></p><p>Versatility: I have not ignored this component while designing my weapons chart. It would be easier to explain with it, but for now let me say that weapons which give characters a choice of damage types, a short range increment, or a bonus to an ability such as trip all have that taken into account in my plans. The dagger is a good example of an incredibily versatile weapon. Good crit, range, and choice of damage, which is why it should probably be a martial weapon as opposed to a simple one.</p><p></p><p>Your last point is my greatest fear. I definitely do not want to suck any life out of my favorite game. But I think that nerfing the weapons is a nice easy way to tone down certain parts of the game and allow emphasis on others. The common "2-handed weapon vs two weapon fighting" act that one frequently sees here is a good example of that kind of thing.</p><p></p><p>For any taking an interest in this idea, stay tuned over the next few days for progress reports and ideas. I appreciate any and all constructive criticisms and inputs. </p><p></p><p>Later!</p></blockquote><p></p>
[QUOTE="mirivor, post: 2470522, member: 7478"] Cheiromancer, your points are all valid and ackowledged. Allow me to address each in turn: Prices: This is to some extent true. However my beef begins when adventures pay an extra 1 or 2 hundred GP to gain a rather large and permanent benefit. I am at work and cannot think of specific examples, but I know that there are some weapons that are GROSSLY outshined by their more expensive relatives. I do not feel that this should be the case...masterwork weapons are the expensive, better versions of the various PHB weapons. As for the crafting quickly idea, I completely agree. That is why orcs are commonly found wielding simple spears and maces. These simple weapons are cheap and easy to craft. Feats and PrCs: I am eliminating nearly all of the PrC's from my game and creating entire new ones. I feel that PrC's have not followed their intended path of flavor and strayed down the road of super-duper-ultra power gaming at its finest. Feats I agree with, however don't forget that there are also feats to vastly improve the over-the-top weapons as well. Versatility: I have not ignored this component while designing my weapons chart. It would be easier to explain with it, but for now let me say that weapons which give characters a choice of damage types, a short range increment, or a bonus to an ability such as trip all have that taken into account in my plans. The dagger is a good example of an incredibily versatile weapon. Good crit, range, and choice of damage, which is why it should probably be a martial weapon as opposed to a simple one. Your last point is my greatest fear. I definitely do not want to suck any life out of my favorite game. But I think that nerfing the weapons is a nice easy way to tone down certain parts of the game and allow emphasis on others. The common "2-handed weapon vs two weapon fighting" act that one frequently sees here is a good example of that kind of thing. For any taking an interest in this idea, stay tuned over the next few days for progress reports and ideas. I appreciate any and all constructive criticisms and inputs. Later! [/QUOTE]
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Reworking weapons... need some input.
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