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<blockquote data-quote="Skyscraper" data-source="post: 7436805" data-attributes="member: 48518"><p>To the OP: I like the ideas you propose!</p><p></p><p>I think that the +1 bonuses for picks and flails are particularly fun and flavorful. How about, for fun, expanding a bit? (See below.)</p><p></p><p>The reaping ability is cool, but could it be made a bit more significant? Then, for balance, perhaps add something for others? </p><p></p><p>Here are some ideas (nothing exhaustive, just brainstorming)</p><p></p><p>Axes (including the Halberd?) get Massive Crit: on a crit, 1d4 (one-handed) or 1d6 (two-handed) bonus damage</p><p>Hammers and Mauls get Dazing: on a crit or on natural 1, target grants advantage until end of round. Natural 1 still deals no damage.</p><p>Swords get Defensive: on your turn, you can assign a -1 penalty to attack and damage rolls for a +1 bonus to AC, until your next turn (stackable with Defender weapon's bonuses/penalties if the Defender weapon is a sword)</p><p></p><p>Also, why does the flail need to be used with two hands to give the bonus vs Shields? It seems to me like the weapon is equally efficient vs shields whether you use it one-handed or two-handed. I would probably say the same thing regarding morningstars and maces vs armor, but in the latter cases I can see an argument that the strenght you apply can help breach the armor. However, with the flail it's all about the ball swinging around the shield to crush the arm, which doesn't really require more strength, does it? Well obviously, any hit dealt with more strength is likely to be more efficient, but that's already represented by the strength bonus to attack and damage rolls. Would you consider giving the flail a straight-up +1 vs shields no matter if the weapon is used one or two handed? I'd even go so far as to suggest +1 vs armor for picks, morningstar and mace, notwithstanding whether it is used two-handed or not.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 7436805, member: 48518"] To the OP: I like the ideas you propose! I think that the +1 bonuses for picks and flails are particularly fun and flavorful. How about, for fun, expanding a bit? (See below.) The reaping ability is cool, but could it be made a bit more significant? Then, for balance, perhaps add something for others? Here are some ideas (nothing exhaustive, just brainstorming) Axes (including the Halberd?) get Massive Crit: on a crit, 1d4 (one-handed) or 1d6 (two-handed) bonus damage Hammers and Mauls get Dazing: on a crit or on natural 1, target grants advantage until end of round. Natural 1 still deals no damage. Swords get Defensive: on your turn, you can assign a -1 penalty to attack and damage rolls for a +1 bonus to AC, until your next turn (stackable with Defender weapon's bonuses/penalties if the Defender weapon is a sword) Also, why does the flail need to be used with two hands to give the bonus vs Shields? It seems to me like the weapon is equally efficient vs shields whether you use it one-handed or two-handed. I would probably say the same thing regarding morningstars and maces vs armor, but in the latter cases I can see an argument that the strenght you apply can help breach the armor. However, with the flail it's all about the ball swinging around the shield to crush the arm, which doesn't really require more strength, does it? Well obviously, any hit dealt with more strength is likely to be more efficient, but that's already represented by the strength bonus to attack and damage rolls. Would you consider giving the flail a straight-up +1 vs shields no matter if the weapon is used one or two handed? I'd even go so far as to suggest +1 vs armor for picks, morningstar and mace, notwithstanding whether it is used two-handed or not. Thoughts? [/QUOTE]
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