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<blockquote data-quote="fuindordm" data-source="post: 6676209" data-attributes="member: 5435"><p>I don't need any double weapons in the game for sure, but I've already presented my players with the option of picking up a kuo-toa mancatcher and learning to use it through the same rules as gaining a tool proficiency. They didn't take me up on it.</p><p></p><p>I think it's fair in general to say that "All Martial Weapons" proficiency means "All Martial Weapons common in your home culture" and doesn't include certain exotic weapons used by monsters, or found in other cultures. And it's also fair to say that even your own culture might have some rarely used weapons which are just difficult to learn and/or restricted to a certain profession (e.g. sword-breaker) which are sufficiently unlike standard weapons that they fall outside the category. </p><p></p><p>So yes, I'm fine with introducing an exotic weapon category and making fighters spend money+time or a feat to learn them, but it shouldn't include any "slightly larger version of weapon x" or "stick with weapon x on one end and weapon y on the other".</p><p></p><p>Shields--we could use a tower shield but that's about it, and it probably wouldn't see much use.</p><p></p><p>Armor--armor made of exotic materials is probably more interesting than extra mundane armors. </p><p></p><p>Tools--Wik's idea of an expanded description of each toolkit and what you can do with it is a very good one. That would make a good ENsider article!</p></blockquote><p></p>
[QUOTE="fuindordm, post: 6676209, member: 5435"] I don't need any double weapons in the game for sure, but I've already presented my players with the option of picking up a kuo-toa mancatcher and learning to use it through the same rules as gaining a tool proficiency. They didn't take me up on it. I think it's fair in general to say that "All Martial Weapons" proficiency means "All Martial Weapons common in your home culture" and doesn't include certain exotic weapons used by monsters, or found in other cultures. And it's also fair to say that even your own culture might have some rarely used weapons which are just difficult to learn and/or restricted to a certain profession (e.g. sword-breaker) which are sufficiently unlike standard weapons that they fall outside the category. So yes, I'm fine with introducing an exotic weapon category and making fighters spend money+time or a feat to learn them, but it shouldn't include any "slightly larger version of weapon x" or "stick with weapon x on one end and weapon y on the other". Shields--we could use a tower shield but that's about it, and it probably wouldn't see much use. Armor--armor made of exotic materials is probably more interesting than extra mundane armors. Tools--Wik's idea of an expanded description of each toolkit and what you can do with it is a very good one. That would make a good ENsider article! [/QUOTE]
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