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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Should AD&D5E remove simple/martial weapon category as exotic weapons were removed from 5E?
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<blockquote data-quote="AtomicPope" data-source="post: 8388770" data-attributes="member: 64790"><p>After playing a LOT of 5e I actually want to steal something that was lost in tail end of 4e with weapon mastery and exotic weapons. What would separate martial classes from other classes is having Fighting Style: Exotic Weapon. Back in 1e the Unearthed Arcana had Weapon Specialization, which I felt should have been a Fighting Style too but that's for another thread. There's no reason why Exotic Weapons should be a mere proficiency just because they were in the past. Instead, we could have a list of either Exotic Weapons or maybe Exotic Weapon Traits. If we went with the latter then it you could have a modular approach that allowed players to build their weapon:</p><p>1) Chain Whip: Reach, Grab (finesse and light weapons only), may make grappling attacks</p><p>2) Dual Weapon: cannot be heavy, gains Dual property</p><p>3) Repeating: ranged weapon with load property gains Magazine (10) property</p><p></p><p>Just a short list that can easily be added to. Alternatively, we get an armory of weapons where 99% of them don't get used. This alternate approach would allow the Fighter or Ranger to take Exotic Weapon: Chain Whip and then apply it to say Daggers or Dual Weapon and apply it to Long Swords.</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 8388770, member: 64790"] After playing a LOT of 5e I actually want to steal something that was lost in tail end of 4e with weapon mastery and exotic weapons. What would separate martial classes from other classes is having Fighting Style: Exotic Weapon. Back in 1e the Unearthed Arcana had Weapon Specialization, which I felt should have been a Fighting Style too but that's for another thread. There's no reason why Exotic Weapons should be a mere proficiency just because they were in the past. Instead, we could have a list of either Exotic Weapons or maybe Exotic Weapon Traits. If we went with the latter then it you could have a modular approach that allowed players to build their weapon: 1) Chain Whip: Reach, Grab (finesse and light weapons only), may make grappling attacks 2) Dual Weapon: cannot be heavy, gains Dual property 3) Repeating: ranged weapon with load property gains Magazine (10) property Just a short list that can easily be added to. Alternatively, we get an armory of weapons where 99% of them don't get used. This alternate approach would allow the Fighter or Ranger to take Exotic Weapon: Chain Whip and then apply it to say Daggers or Dual Weapon and apply it to Long Swords. [/QUOTE]
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Should AD&D5E remove simple/martial weapon category as exotic weapons were removed from 5E?
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