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General Tabletop Discussion
*Dungeons & Dragons
Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7043664" data-attributes="member: 82106"><p>Well, ONE of these can be the default functionality of whip, which will work with BA. The other can be some other power that you acquire in whatever normal way that happens to work well with a whip (and nothing stops you of course from having a series of very similar powers that work with different weapons and produce slightly different effects, or having a single power that has different weapon riders, etc). There's really a lot of ways to add variety.</p><p></p><p>One of the things I did in HoML was to get rid of the huge laundry lists of different weapons. There are about 15 basic weapons, and a few other 'oddball' ones like whip, garrot, kusarigama, etc. This means that you can now do a lot of work with powers and whatnot to add different sorts of techniques with each one. Instead of weird and impossible 'double axes' and nonsense like that, or endless "its just a cleaver but more bad-assed" and such instead you go out and learn how to MAKE your chosen weapon(s) more bad-assed. Or you can just pick up stuff that is basically "eh, just hit it harder" (IE keys onto BA). Note that while BA buffing can still be a bit nasty since it may happen off-turn or whatnot, you just don't get much with the unaugmented version. The real nice stuff kicks in when you bother to spend some VPs to kick it up a notch.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7043664, member: 82106"] Well, ONE of these can be the default functionality of whip, which will work with BA. The other can be some other power that you acquire in whatever normal way that happens to work well with a whip (and nothing stops you of course from having a series of very similar powers that work with different weapons and produce slightly different effects, or having a single power that has different weapon riders, etc). There's really a lot of ways to add variety. One of the things I did in HoML was to get rid of the huge laundry lists of different weapons. There are about 15 basic weapons, and a few other 'oddball' ones like whip, garrot, kusarigama, etc. This means that you can now do a lot of work with powers and whatnot to add different sorts of techniques with each one. Instead of weird and impossible 'double axes' and nonsense like that, or endless "its just a cleaver but more bad-assed" and such instead you go out and learn how to MAKE your chosen weapon(s) more bad-assed. Or you can just pick up stuff that is basically "eh, just hit it harder" (IE keys onto BA). Note that while BA buffing can still be a bit nasty since it may happen off-turn or whatnot, you just don't get much with the unaugmented version. The real nice stuff kicks in when you bother to spend some VPs to kick it up a notch. [/QUOTE]
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