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<blockquote data-quote="jaelis" data-source="post: 7429839" data-attributes="member: 60210"><p>** OK, one more update, probably my last iteration. Thanks for all the help! **</p><p>(Note previous versions are available as attachments)</p><p></p><p>I've never been quite satisfied with the 5e weapon table. Namely, I don't like the inconsistencies in weapon quality, nor the lack of differentiation between weapons. However, I didn't want to add much complexity or change the overall game balance.</p><p></p><p>After a lot of tinkering, testing and feedback here, I think I have something I'm happy w. Since the table forum codes are still broken, I'll post images here and attach a pdf.</p><p></p><p><img src="https://s33.postimg.cc/4e6o7knj3/weapons1.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><img src="https://s33.postimg.cc/f10hd33f3/weapons2.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p><strong>Changes:</strong></p><p></p><p>I gave more weapons the <strong>Versatile</strong>, and added a feat for them that includes some differentiation. The feat I think covers a niche that isn't currently well supported, and the differentiation gives a little more historical and stylistic flavor to the weapons.</p><p></p><p>I added the <strong>primitive</strong> property; I imagine a lot of tables would play this way anyway, but I like having it spelled out.</p><p></p><p>The <strong>reaping</strong> property was mainly added to balance the greataxe's d12 to the greatsword's 2d6, in a thematic way that I think greataxers will appreciate. Recall that a hit on a paralyzed or unconscious opponent is already a crit, so this can be considered a limited form of extra crit damage.</p><p></p><p>Individual weapons:</p><p>[sblock]</p><p><strong>Club</strong> gets the primitive property.</p><p>I upped the <strong>greatclub</strong> damage and made it heavy, to distinguish from the quarterstaff.</p><p>I moved the <strong>handaxe</strong> to martial, since it is as good as other martial weapons.</p><p>The <strong>quarterstaff</strong> is two-handed, as it should always have been. As such it gets added to the monk weapon list.</p><p>The <strong>sickle</strong> gets the reaping property, which fits the theme and makes it more competitive with the dagger and light hammer.</p><p></p><p>The <strong>dart</strong> gets the quickdraw property, but looses finesse. This makes it a good option for Dex-based throwers, giving it a sensible niche in the game. I added it to the monk weapon list since it is no longer superfluous to the dagger and can model a shuriken etc.</p><p><strong>Sling</strong> gets the primitive property.</p><p></p><p>I made a bunch of minor adjustments to the cost and weight of the martial weapons to make them more internally consistent.</p><p></p><p><strong>Flail</strong> gets versatile, and a bonus vs shields in the feat. The idea is that the head can wrap around the shield to strike your opponent. That is an argument made historically, though I don't know if it was ever realistic.</p><p><strong>Greataxe</strong> gets reaping to balance the slightly lower damage.</p><p><strong>Lance</strong> gets adjusted to make it a sensible weapon, adequate on foot and better mounted. Also it gives small characters a reach weapon (other than the whip)</p><p><strong>Rapier</strong> gets restricted to not work with shields, this fits the style and helps balance the finesse trait</p><p><strong>Trident</strong> turns into a sensible 1H piercing weapon. Historically it was not thrown; if you want a throwable weapon with three small tines, just call it a spear. In the versatile feat, it gets a bonus vs restrained to reflect the classical net+trident combo.</p><p><strong>War pick</strong> gets versatile, and a bonus vs heavy armor</p><p><strong>Blowgun</strong> gets primitive, and also the property that you can attack with it from stealth. This is realistic and gives it a reason to exist in the game.</p><p>The <strong>net</strong> gets cleaned up a bit in regards to range; it is now possible to attack with it without disadvantage.</p><p>[/sblock]</p><p></p><p>I also give rogue (assassins) some bonus weapon proficienceis. I guess that is a separate issue but (a) I think it helps the subclass a lot and (b) I hate locking them out of the blowgun.</p><p></p><p>Finally I include an exotic weapon feat, in case you want to make something fancier than the basic table. Both feats are more complicated than average; consider them optional and ignore them if they don't suit you.</p></blockquote><p></p>
[QUOTE="jaelis, post: 7429839, member: 60210"] ** OK, one more update, probably my last iteration. Thanks for all the help! ** (Note previous versions are available as attachments) I've never been quite satisfied with the 5e weapon table. Namely, I don't like the inconsistencies in weapon quality, nor the lack of differentiation between weapons. However, I didn't want to add much complexity or change the overall game balance. After a lot of tinkering, testing and feedback here, I think I have something I'm happy w. Since the table forum codes are still broken, I'll post images here and attach a pdf. [IMG]https://s33.postimg.cc/4e6o7knj3/weapons1.png[/IMG] [IMG]https://s33.postimg.cc/f10hd33f3/weapons2.png[/IMG] [B]Changes:[/B] I gave more weapons the [B]Versatile[/B], and added a feat for them that includes some differentiation. The feat I think covers a niche that isn't currently well supported, and the differentiation gives a little more historical and stylistic flavor to the weapons. I added the [B]primitive[/B] property; I imagine a lot of tables would play this way anyway, but I like having it spelled out. The [B]reaping[/B] property was mainly added to balance the greataxe's d12 to the greatsword's 2d6, in a thematic way that I think greataxers will appreciate. Recall that a hit on a paralyzed or unconscious opponent is already a crit, so this can be considered a limited form of extra crit damage. Individual weapons: [sblock] [B]Club[/B] gets the primitive property. I upped the [B]greatclub[/B] damage and made it heavy, to distinguish from the quarterstaff. I moved the [B]handaxe[/B] to martial, since it is as good as other martial weapons. The [B]quarterstaff[/B] is two-handed, as it should always have been. As such it gets added to the monk weapon list. The [B]sickle[/B] gets the reaping property, which fits the theme and makes it more competitive with the dagger and light hammer. The [B]dart[/B] gets the quickdraw property, but looses finesse. This makes it a good option for Dex-based throwers, giving it a sensible niche in the game. I added it to the monk weapon list since it is no longer superfluous to the dagger and can model a shuriken etc. [B]Sling[/B] gets the primitive property. I made a bunch of minor adjustments to the cost and weight of the martial weapons to make them more internally consistent. [B]Flail[/B] gets versatile, and a bonus vs shields in the feat. The idea is that the head can wrap around the shield to strike your opponent. That is an argument made historically, though I don't know if it was ever realistic. [B]Greataxe[/B] gets reaping to balance the slightly lower damage. [B]Lance[/B] gets adjusted to make it a sensible weapon, adequate on foot and better mounted. Also it gives small characters a reach weapon (other than the whip) [B]Rapier[/B] gets restricted to not work with shields, this fits the style and helps balance the finesse trait [B]Trident[/B] turns into a sensible 1H piercing weapon. Historically it was not thrown; if you want a throwable weapon with three small tines, just call it a spear. In the versatile feat, it gets a bonus vs restrained to reflect the classical net+trident combo. [B]War pick[/B] gets versatile, and a bonus vs heavy armor [B]Blowgun[/B] gets primitive, and also the property that you can attack with it from stealth. This is realistic and gives it a reason to exist in the game. The [B]net[/B] gets cleaned up a bit in regards to range; it is now possible to attack with it without disadvantage. [/sblock] I also give rogue (assassins) some bonus weapon proficienceis. I guess that is a separate issue but (a) I think it helps the subclass a lot and (b) I hate locking them out of the blowgun. Finally I include an exotic weapon feat, in case you want to make something fancier than the basic table. Both feats are more complicated than average; consider them optional and ignore them if they don't suit you. [/QUOTE]
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