• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Tools of Two Trades (Weapliment Expertise) Article Up


log in or register to remove this ad


Dice4Hire

First Post
I have been waiting since PHBII came out for fixes to the weapon implement mess, but looks like I am still waiting. Ah well.

And it looks like they even added to the expertise mess, to boot.
 

keterys

First Post
Eh, you complained about dagger sorcs... not hybrids. Dagger sorcs are in good shape.

For hybrids just replace Versatile Expertise with:
Benefit: You gain a +1 feat bonus to the attack rolls of weapon attacks and implement attacks. The bonus increases to +2 at 11th level and +3 at 21st level.

Or just give out a +1/tier feat bonus to attack, fort, ref, and will for everyone, regardless. Poof, lots cleaned up. (Optionally, add damage rolls and initiative and watch a bunch of feat options open up)
 


babinro

First Post
Gods why do they always have to make things overly complex?

For once and for all they should just bloody-well get rid of the entire concept of weapon vs. implement and make them one and the same. Characters should simply be able to wield whatever weapon they're proficient in as a bloody implement. It's not freaking rocket science.


I couldn't agree with you more.

Do this and create a single feat called Expertise: +1/2/3 Feat bonus to all attack rolls regardless of weapon/implement or racial.
 

babinro

First Post
New feat:

Math-Hammer!
Whenever you would make an attack roll, roll a d20. If you roll a 7 or higher, your attack hits. Ignore all modifiers to attack rolls.


I'm curious if a system like that would work...Natural Rolls of 7+ are hits. Conditions can be used to change that from 7 to 9+ or 5+ until end of next turn, high damage weapons add 1 to the roll required to hit and so on and so fourth.
 

Mengu

First Post
I'm curious if a system like that would work..

It does. Fixed probability is what casinos make their money on ;)

Also works for many simpler board games.

But for tactical games, such as miniature games, and D&D, modifiers are the bread and butter of tactics. You can simplify them, but don't want to get rid of them.
 

Kinneus

Explorer
This is a dang disaster. What the crap are they thinking? Why make this so complicated?

Look, all we really need is this: "Choose a weapon. Choose an implement. You get +1/+2/+3 to attack with that weapon and implement." And then if they want to add a little kicker, well, that's just gravy.

The problem is that, while this certainly solves the issue for a few specific character builds, there are still PLENTY of builds that receive no help from this article, like my poor Avenger/Swordmage Hybrid. But they managed to help out all those Rod/Mace users! OH GOODY GOODY GLAD WE GOT THAT HIGHLY POPULAR BUILD COVERED, GEE THANKS.

I'll definitely be sending them an email... and perhaps a resume. Certainly seems like they could use my help.
 

Nemesis Destiny

Adventurer
I was hoping for something like this:

Choose an implement you are proficient in. Whenever you make an implement attack, you can use any weapon you wield for that attack, but treat it as your chosen implement.

That way all your fun little implement boosting feats still work, but now they work on your stabber/beatstick as well.

Hi. I'm an Eladrin mage. I like swords, especially long ones. This one here even functions just like a human mage's staff, but pointier. That way I actually get something out of my otherwise useless racial feature of being proficient in these darn things while still being a class I am good at.
 

Voidrunner's Codex

Remove ads

Top