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Top 10 odd D&D weapons
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<blockquote data-quote="big dummy" data-source="post: 2890652" data-attributes="member: 41052"><p>I really don't think adding a reach bonus and a defensive bonus to each weapon would complicae combat in the least. Why should it? The reach bonus is no different than a magical or masterwork to-hit bonus, and you already have shields which give you a defense bonus.</p><p></p><p>Now your wizard can have that staff which can actually keep monsters at bay, (especially with the defensive fighting option)</p><p></p><p></p><p>To equalize shorter weapons, rule that the reach bonus doesn't apply when in grapple. In fact you give short weapons a close-fighting bonus in grapple. That works for thieves.</p><p></p><p></p><p>If you do just those things, you are already differentiating weapons substantially, and you have already made combat more nuanced without complicating it really at all. And I know it doesn't slow anything down because I have houseruled this and we ran our campaign this way all last year. I have a couple of friends who have also tried this out with success.</p><p></p><p></p><p></p><p></p><p>As for monsters, they all have their natural armor (if any) listed seperately already in the Monster Manual. </p><p></p><p></p><p>There are a lot of other steps you can take (like armor as damage reduction as many D20 and oGL games already do), but like I said, thats a good start right there.</p><p></p><p>BD</p></blockquote><p></p>
[QUOTE="big dummy, post: 2890652, member: 41052"] I really don't think adding a reach bonus and a defensive bonus to each weapon would complicae combat in the least. Why should it? The reach bonus is no different than a magical or masterwork to-hit bonus, and you already have shields which give you a defense bonus. Now your wizard can have that staff which can actually keep monsters at bay, (especially with the defensive fighting option) To equalize shorter weapons, rule that the reach bonus doesn't apply when in grapple. In fact you give short weapons a close-fighting bonus in grapple. That works for thieves. If you do just those things, you are already differentiating weapons substantially, and you have already made combat more nuanced without complicating it really at all. And I know it doesn't slow anything down because I have houseruled this and we ran our campaign this way all last year. I have a couple of friends who have also tried this out with success. As for monsters, they all have their natural armor (if any) listed seperately already in the Monster Manual. There are a lot of other steps you can take (like armor as damage reduction as many D20 and oGL games already do), but like I said, thats a good start right there. BD [/QUOTE]
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