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Top 10 odd D&D weapons
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<blockquote data-quote="woodelf" data-source="post: 2897217" data-attributes="member: 10201"><p>I think the best way to do this is AC based on weapon types. A creature's AC already has at least 3 values (regular, touch, and flat-footed), you just further break it down into vs. slashing, vs. piercing, and vs. bludgeoning. So if someone attacks you with a longsword, you report your slashing AC; if they come at you with a flail, you report your bludgeoning AC; and if they come at you with a glowing hand, you report your touch AC.</p><p></p><p>That's what we did for nearly a decade with AD&D2, and it worked out fine. 99% of the time, a player knew which AC score to use based on the GM's description of the attack, and in those rare instances when it wasn't clear, the GM just had to say "what's your bludgeoning AC" instead of "what's your AC"--essentially no difference in speed of play. It's not super-detailed, but it's something, and easy to implement. Much easier than per-weapon or per-armor-type modifiers.</p><p></p><p></p><p></p><p>More importantly, i think that those who want historical accuracy in a fantasy RPG have long since given up D&D for other RPGs that are at least closer.</p></blockquote><p></p>
[QUOTE="woodelf, post: 2897217, member: 10201"] I think the best way to do this is AC based on weapon types. A creature's AC already has at least 3 values (regular, touch, and flat-footed), you just further break it down into vs. slashing, vs. piercing, and vs. bludgeoning. So if someone attacks you with a longsword, you report your slashing AC; if they come at you with a flail, you report your bludgeoning AC; and if they come at you with a glowing hand, you report your touch AC. That's what we did for nearly a decade with AD&D2, and it worked out fine. 99% of the time, a player knew which AC score to use based on the GM's description of the attack, and in those rare instances when it wasn't clear, the GM just had to say "what's your bludgeoning AC" instead of "what's your AC"--essentially no difference in speed of play. It's not super-detailed, but it's something, and easy to implement. Much easier than per-weapon or per-armor-type modifiers. More importantly, i think that those who want historical accuracy in a fantasy RPG have long since given up D&D for other RPGs that are at least closer. [/QUOTE]
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