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Reworking weapons... need some input.
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<blockquote data-quote="WaterRabbit" data-source="post: 2472085" data-attributes="member: 2445"><p>If you use the CODE tags your formating will be preserved.</p><p></p><p>Your Greatsword problem would be solved by using a d12 for damage instead of 2d6.</p><p></p><p>In truth, the actual name of the weapon is just flavor text. Weapons in the game fall into certain slots:</p><p></p><p>Type {Bludgeoning, Piercing, Slashing}</p><p>Damage {1, d2, d3, d4, d6, d8, d10, d12, d20, xd4, xd6, xd8}</p><p>Crit. Range {20x2, 20x3 = 19x2, 20x4 = 18x2}</p><p>Use {Light, One, One-half, Two, Double, Thrown (10-50), Projectile (50-120)}</p><p></p><p>Proficiency is generally determined by weapon attributes and weapon feats.</p><p></p><p>Weapon Feats are added to the weapons to give them some tricks. Weapon feats are hard to determine the combat value for because they depend upon the type of opponents a character will face over the couse of a campaign. Some of them are:</p><p> </p><p>Charge bonus</p><p>Conceal bonus</p><p>Disarm bonus (+2, +4)</p><p>Double-headed (OR condition)</p><p>Entangle</p><p>Flurry (i.e. monk weapon)</p><p>Multiple damage types (AND condition)</p><p>Metal hafted (a metal hafted club would become a mace)</p><p>Reach</p><p>Reach + Adjacent attack</p><p>Set vs. Charge</p><p>Sunder bonus</p><p>Thrown (added to a melee weapon)</p><p>Trip bonus</p><p>Weapon Finesse</p><p></p><p></p><p>You could make a matrix of the possible values (720 counting only single die and leaving out 1d20) and fill it out with the weapons you want in it. Personally, I feel that melee weapons (at least for Medium characters) should only use one die for damage and projectile weapons should use two dice.</p><p></p><p>Cost should be derived from weapons attributes and feats. It should represent the weapon's combat value or at least economic value, but the prices in the PHB are more arbitrary.</p></blockquote><p></p>
[QUOTE="WaterRabbit, post: 2472085, member: 2445"] If you use the CODE tags your formating will be preserved. Your Greatsword problem would be solved by using a d12 for damage instead of 2d6. In truth, the actual name of the weapon is just flavor text. Weapons in the game fall into certain slots: Type {Bludgeoning, Piercing, Slashing} Damage {1, d2, d3, d4, d6, d8, d10, d12, d20, xd4, xd6, xd8} Crit. Range {20x2, 20x3 = 19x2, 20x4 = 18x2} Use {Light, One, One-half, Two, Double, Thrown (10-50), Projectile (50-120)} Proficiency is generally determined by weapon attributes and weapon feats. Weapon Feats are added to the weapons to give them some tricks. Weapon feats are hard to determine the combat value for because they depend upon the type of opponents a character will face over the couse of a campaign. Some of them are: Charge bonus Conceal bonus Disarm bonus (+2, +4) Double-headed (OR condition) Entangle Flurry (i.e. monk weapon) Multiple damage types (AND condition) Metal hafted (a metal hafted club would become a mace) Reach Reach + Adjacent attack Set vs. Charge Sunder bonus Thrown (added to a melee weapon) Trip bonus Weapon Finesse You could make a matrix of the possible values (720 counting only single die and leaving out 1d20) and fill it out with the weapons you want in it. Personally, I feel that melee weapons (at least for Medium characters) should only use one die for damage and projectile weapons should use two dice. Cost should be derived from weapons attributes and feats. It should represent the weapon's combat value or at least economic value, but the prices in the PHB are more arbitrary. [/QUOTE]
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