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Verisimilitude IMPROVEMENTS in 4e
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<blockquote data-quote="VannATLC" data-source="post: 4081212" data-attributes="member: 60935"><p>We've seen a distinct lack of TWF so far.. AFAIK, anyway.</p><p></p><p>Although I quite liked some of the double weapons.</p><p></p><p>Anything functionally similar to a quarterstaff should be fine. A Dire flail could be.. interesting, mind you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Personally, in 3.5, my major complaint was that these weapons were too easy to master. A feat is expensive, but not half as expensive for the fighter, who was most likely to utilise it.</p><p></p><p>I houseruled that Exotic Weapon Proficiencies requried a normal, non-bonus feat.</p><p></p><p>Off Topic though.</p><p></p><p>To be honest, I've never intended DnD damage to be representative of actual wounds. Several people have remarked that DND damage was considered to be 20% physical and 80% endurance or equivalent.</p><p></p><p>Personally, the only time I ever house-ruled damage to be something remotely sensible, I have all the PC's a static 10hp+Con+HD for first level, and from that point on, they got normal HD.</p><p></p><p>Those 10Hp+con healed at a rate of 1 per week, and they suffered consequences should they fight while impaired. Magic Healing did work on that, however.</p><p></p><p>I do like the suggestion of using Healing Surge amounts as wound points, however.</p></blockquote><p></p>
[QUOTE="VannATLC, post: 4081212, member: 60935"] We've seen a distinct lack of TWF so far.. AFAIK, anyway. Although I quite liked some of the double weapons. Anything functionally similar to a quarterstaff should be fine. A Dire flail could be.. interesting, mind you. :P Personally, in 3.5, my major complaint was that these weapons were too easy to master. A feat is expensive, but not half as expensive for the fighter, who was most likely to utilise it. I houseruled that Exotic Weapon Proficiencies requried a normal, non-bonus feat. Off Topic though. To be honest, I've never intended DnD damage to be representative of actual wounds. Several people have remarked that DND damage was considered to be 20% physical and 80% endurance or equivalent. Personally, the only time I ever house-ruled damage to be something remotely sensible, I have all the PC's a static 10hp+Con+HD for first level, and from that point on, they got normal HD. Those 10Hp+con healed at a rate of 1 per week, and they suffered consequences should they fight while impaired. Magic Healing did work on that, however. I do like the suggestion of using Healing Surge amounts as wound points, however. [/QUOTE]
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