Cant find stats for a flambard
Its for 3/3.5. Is it statted somewhere? judging by its normal range of sizes and its intended effects it should come in short sword longsword and great sword dimension options with a slightly higher damage amount a bleed effect and an increase to non magical heal checks done without a potion. Because they are exceptional at causing blood loss historically and cuts from them are an absolute pain to stich. Also they are generally signifficantly more expensive.It’s pretty much a standard greatsword in any practical sense. Does 5e still have mastercraft/masterwork quality? If so, I’d be inclined to use mastercraft greatsword stats.
If historical knowledge serves the wave pattern tends to cause it to slice in better because its contanct surface with the target is basically always curved and whether stabbing or slicing since flesh shifts as every thing is moving it also creates a lot of deviance within the cutting path of the contact points thus making stiching anything or attempting to stop the bleeding more arduous than the norm. It was actually valued for these traits among others.What makes you believe that it functions on a different level of effectiveness?
I just saw your response. Awesome. Thanks.Mongoose Publishing, Ultimate Equipment Guide, pg139.
Basically greatsword, but exotic weapon, critical threat range increased to 18-20 and costs 150gp.
Following the same logic, you could do the same with any sword by increasing the threat range by 1, extra 100gp cost, and make it exotic
A 4 point crit range is HUGE, especially for a mundane weapon. Get that in the hands of a crit spec'd fighter and it's game breaking.I just saw your response. Awesome. Thanks.
Should be a good foundation to work off of. Using that price im going to extrapolate to a shortsword version.
Then add a bleed effect for a bit more gold.
Then widen the crit range to 17-20 also for a bit more gold.
Then i should have what i need.
Increased crit range made sense but i think it should have twice as wide a crit range as opposed to a 50% increase crit range.
Also gonna specify that alchemical metal enhancements if applied require 150% the normal price hike due to increased surface area.
I agree. The normal range for a weapon of its type is 2. BUT the type of blade is historically one of the most effective types developed for sword combat during the entire period of history in which swords were in frequent use. And i like realism. Im making it pretty difficult to get not to mention expensive on top of that. Im also making repairs require a signifficantly better than average smith. Because its clearly a specialty blade. And im requiring both martial and exotic weapon proficiency.A 4 point crit range is HUGE, especially for a mundane weapon. Get that in the hands of a crit spec'd fighter and it's game breaking.
What's your goal?
i dont consider the flambard and variations on it base models.Yeah, with all that you are creating a really strong weapon compared to other base weapons. Even exotics. Now, if game balance is a non-issue for you, I say go for it, but I’d atleast make the price close to actual magic weapons with all those qualities.
Also yes. I may have been unclear. I was going to make it cost quite a pretty penny.Yeah, with all that you are creating a really strong weapon compared to other base weapons. Even exotics. Now, if game balance is a non-issue for you, I say go for it, but I’d atleast make the price close to actual magic weapons with all those qualities.
Eh...i think spears hold the title of most important close range weapon in the ancient world. Sheild and plate armor are a lot closer than sword though. Everyone always thinks its swords that were the all star and i just dont know why this delusion persists.Shields are the most import weapon of the pre-modern world and D&D has never done them justice.