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trip, whip and twf
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<blockquote data-quote="moritheil" data-source="post: 2462884" data-attributes="member: 30610"><p>Please don't think I've never had players who have tried anything like this this. If someone has six shortswords on his belt, I'll allow the draw-drop if it's spatially possible. How's that encumberance looking? Don't forget that trying to quick-draw swords out of a bag of holding might tear the cloth. The need to continually drop their melee weapons prevents such a player from focusing on a single really good weapon. Try fighting something with DR and pulling that trick. Sure, you can often get around it with GMW or the like, but that eats up spell slots and/or requires a wand of GMW, which in turn eats up resources. It doesn't break balance at all unless you totally ignore your players when selecting which monsters to send at them. Personally, I happen to send a lot of incorporeals and elementals. Let's not forget the fact that while more attacks mean more critical hits, they also mean more critical failures. IMC a critical miss generally results in hitting a teammate, stabbing oneself in the foot, or the like.</p><p></p><p>As for the returning ranged non-penalty TWF attacks, I don't have a problem with that either, actually. This is because A) TWF is weak and needs help to stand up to 2h Power Attacking, B) returning should rightly be an awesome ability, and C) I find the idea of someone hurling a deadly hail of knives a la Danny Trejo strangely appealing. Oh, and D) I've always thought throwing knives with both hands and wielding two swords ought to be physically different, and that the game would do well to model it. (I know you won't entertain point D, because you're only concerned with the rules as they stand; I respect that and don't have a problem with it, but it personally reinforces my belief that nothing is broken here balance-wise.) Remind me, how much does a returning thrown weapon cost? What kind of damage does it do, assuming it hits? How does that compare with a melee weapon of equal cost? Is its threat easily negated by, say, Obscuring Mist, or better yet, the cheap alchemical smokesticks that even first-level adventurers tend to pack?</p></blockquote><p></p>
[QUOTE="moritheil, post: 2462884, member: 30610"] Please don't think I've never had players who have tried anything like this this. If someone has six shortswords on his belt, I'll allow the draw-drop if it's spatially possible. How's that encumberance looking? Don't forget that trying to quick-draw swords out of a bag of holding might tear the cloth. The need to continually drop their melee weapons prevents such a player from focusing on a single really good weapon. Try fighting something with DR and pulling that trick. Sure, you can often get around it with GMW or the like, but that eats up spell slots and/or requires a wand of GMW, which in turn eats up resources. It doesn't break balance at all unless you totally ignore your players when selecting which monsters to send at them. Personally, I happen to send a lot of incorporeals and elementals. Let's not forget the fact that while more attacks mean more critical hits, they also mean more critical failures. IMC a critical miss generally results in hitting a teammate, stabbing oneself in the foot, or the like. As for the returning ranged non-penalty TWF attacks, I don't have a problem with that either, actually. This is because A) TWF is weak and needs help to stand up to 2h Power Attacking, B) returning should rightly be an awesome ability, and C) I find the idea of someone hurling a deadly hail of knives a la Danny Trejo strangely appealing. Oh, and D) I've always thought throwing knives with both hands and wielding two swords ought to be physically different, and that the game would do well to model it. (I know you won't entertain point D, because you're only concerned with the rules as they stand; I respect that and don't have a problem with it, but it personally reinforces my belief that nothing is broken here balance-wise.) Remind me, how much does a returning thrown weapon cost? What kind of damage does it do, assuming it hits? How does that compare with a melee weapon of equal cost? Is its threat easily negated by, say, Obscuring Mist, or better yet, the cheap alchemical smokesticks that even first-level adventurers tend to pack? [/QUOTE]
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