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General Tabletop Discussion
*Dungeons & Dragons
The Missing Equipment
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<blockquote data-quote="Wik" data-source="post: 6675997" data-attributes="member: 40177"><p>Don't add weapons to the list, but add variants to them. For example, cultural variations on swords, axes, etc. Like they've done with the asian weapons. </p><p></p><p>If you add exotic weapons, do as Kobold Stew already mentioned. That works, and I think it's a good course of action. But I'd avoid exotic weapons as a general rule - I don't want bastard swords, for example. These weapons just get back to the arms race of earlier editions. </p><p></p><p></p><p></p><p>Please, don't. If you do, make them the weird shields, like the old crossbow shield that was used as moving cover for a crossbowman to reload. I don't wanna see bucklers, light shields, or any of that. </p><p></p><p></p><p></p><p>Do as I said with weapons. Cultural armours would be cool. Also, a list of armour types tied to historical periods, such as in the old 2e combat and tactics book. That was one of my favourite chapters in any RPG book. But we don't really need new armour types.</p><p></p><p>Re-writing the rules a bit so that the strength minimum meant more, and adopting my houserule of "the disadvantage also applies to acrobatics checks, and many stealth checks too" would be great, as well. </p><p></p><p></p><p></p><p>Don't really care.</p><p></p><p></p><p>One thing I was thinking of writing was a list of what all the artisan's tools actually ARE, what they contain, and what they can be used to actually do. I'm an apprentice carpenter, and you'd be amazed at what you can do with a simple carpenter's belt. I'm sure masons, smiths, and the like have other abilities, and it'd be a nice bit of information for people that don't really understand the trades.</p></blockquote><p></p>
[QUOTE="Wik, post: 6675997, member: 40177"] Don't add weapons to the list, but add variants to them. For example, cultural variations on swords, axes, etc. Like they've done with the asian weapons. If you add exotic weapons, do as Kobold Stew already mentioned. That works, and I think it's a good course of action. But I'd avoid exotic weapons as a general rule - I don't want bastard swords, for example. These weapons just get back to the arms race of earlier editions. Please, don't. If you do, make them the weird shields, like the old crossbow shield that was used as moving cover for a crossbowman to reload. I don't wanna see bucklers, light shields, or any of that. Do as I said with weapons. Cultural armours would be cool. Also, a list of armour types tied to historical periods, such as in the old 2e combat and tactics book. That was one of my favourite chapters in any RPG book. But we don't really need new armour types. Re-writing the rules a bit so that the strength minimum meant more, and adopting my houserule of "the disadvantage also applies to acrobatics checks, and many stealth checks too" would be great, as well. Don't really care. One thing I was thinking of writing was a list of what all the artisan's tools actually ARE, what they contain, and what they can be used to actually do. I'm an apprentice carpenter, and you'd be amazed at what you can do with a simple carpenter's belt. I'm sure masons, smiths, and the like have other abilities, and it'd be a nice bit of information for people that don't really understand the trades. [/QUOTE]
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