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The Society of 3.5 Revisionists
Rules Mechanics that should be jettisoned
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<blockquote data-quote="Kerrick" data-source="post: 5094565" data-attributes="member: 4722"><p>That's what I did. "Exotic" is no longer a class of weapons; it's merely a tag applied to alert the player that the weapon in question has additional abilities. You gain proficiency with exotic weapons with the MWP feat, but unless you fulfill the prereqs, you still suffer a -2 penalty (it's -4 for no MWP feat).</p><p></p><p></p><p>Well... the reasoning behind my decision was that I didn't want classes that didn't have MWP before to get it now. For example, wizards can choose any two groups. This means he could pick Whips and Chains and become a spiked chain specialist right off. That, to me, was a no-go. But, YMMV.</p><p></p><p></p><p>That might be overpowering the feats too much. I let fighters (and fighters only) take Weapon Focus, WS, GWF, and GWS for weapon groups as class abilities - it's a perk they get for being the masters of weaponry.</p><p></p><p></p><p><a href="http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm" target="_blank">Here</a>. UA did it as separate feats, without actually changing the weapon system - you can simply take the feat and gain proficiency in a bunch of related weapons.</p><p></p><p></p><p>Sure it does. It makes characters more unique. The weapon groups system is a boon to mages, since they get such a poor selection of weapons; monks, also, can break out of the stereotype (martial arts uses a wide variety of weapons) and customize their weapon selection. Rogues get Short Blades, Thrown Weapons, and Bows or Crossbows (pretty much what they have now), bards have Short Blades, Thrown Weapons, and one of the player's choice.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 5094565, member: 4722"] That's what I did. "Exotic" is no longer a class of weapons; it's merely a tag applied to alert the player that the weapon in question has additional abilities. You gain proficiency with exotic weapons with the MWP feat, but unless you fulfill the prereqs, you still suffer a -2 penalty (it's -4 for no MWP feat). Well... the reasoning behind my decision was that I didn't want classes that didn't have MWP before to get it now. For example, wizards can choose any two groups. This means he could pick Whips and Chains and become a spiked chain specialist right off. That, to me, was a no-go. But, YMMV. That might be overpowering the feats too much. I let fighters (and fighters only) take Weapon Focus, WS, GWF, and GWS for weapon groups as class abilities - it's a perk they get for being the masters of weaponry. [url=http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm]Here[/url]. UA did it as separate feats, without actually changing the weapon system - you can simply take the feat and gain proficiency in a bunch of related weapons. Sure it does. It makes characters more unique. The weapon groups system is a boon to mages, since they get such a poor selection of weapons; monks, also, can break out of the stereotype (martial arts uses a wide variety of weapons) and customize their weapon selection. Rogues get Short Blades, Thrown Weapons, and Bows or Crossbows (pretty much what they have now), bards have Short Blades, Thrown Weapons, and one of the player's choice. [/QUOTE]
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