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Versatile Weapon Fighting Style
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<blockquote data-quote="Rune" data-source="post: 6664692" data-attributes="member: 67"><p>My point is, there <em>aren't</em> multiple things to keep track of and it <em>isn't</em> a series of multiple choices in play. It's one choice. And it's the exact same one that players already face by having a versatile weapon, in the first place. </p><p></p><p>If you already only use versatile weapons one way (most probably do), this style won't change that; you can still do that.</p><p></p><p>If you already switch between uses with versatile weapons, this style won't change that, either; you can still do that, too. </p><p></p><p>I suspect that a large part of the impression of fiddliness comes out of the last clause, which, as written, does allow for martial versatile weapon users to make an extra tactical decision (<em>when</em>, during a round, to switch from 2-handed to 1-handed). This is, by design, easily ignored (or easily pre-determined before play). It exists for two reasons: to reward simple weapons with simple effectiveness, and to reward martial weapon users with the entirely optional option of an extra tactical decision. </p><p></p><p>Fiddly, to me, would be a game element that asks for a player to make calculations, or keep track of things, or make multiple decisions during play. Versatile Weapon Fighting doesn't do any of those things (not even, really, outside of play). In all cases, this style's use can be as simple as the choice to pick up a versatile weapon and wield it already is. </p><p></p><p>It would be possible to come up with a fighting style applied static bonus that to all uses of a versatile weapon across the board (say, +half proficiency damage per hit (so, from +1 to +3) and a +1AC vs. melee attacks--that would probably stack okay with Defensive and GWF and Dueling. And Mariner. TWF is irrelevant until we start talking about feats, because there are no versatile light weapons); that would be simpler. It doesn't take anything away from the choice that a versatile weapon user already faces. </p><p></p><p>But, as I think I said at the outset (and, if I didn't, I'm saying it now), one of my design goals is to actually highlight and reward the versatility of a versatile weapon. And, especially (but not exclusively), the (thus far, probably rare) versatile weapons user who chooses to keep one hand free (and, thereby, make use of that versatility). After all, the very nature of a versatile weapon--the very point of one--is that, at some point, you have a choice to make. If the choice is between two things that are essentially the same, the choice is not meaningful.</p></blockquote><p></p>
[QUOTE="Rune, post: 6664692, member: 67"] My point is, there [i]aren't[/i] multiple things to keep track of and it [i]isn't[/i] a series of multiple choices in play. It's one choice. And it's the exact same one that players already face by having a versatile weapon, in the first place. If you already only use versatile weapons one way (most probably do), this style won't change that; you can still do that. If you already switch between uses with versatile weapons, this style won't change that, either; you can still do that, too. I suspect that a large part of the impression of fiddliness comes out of the last clause, which, as written, does allow for martial versatile weapon users to make an extra tactical decision ([i]when[/i], during a round, to switch from 2-handed to 1-handed). This is, by design, easily ignored (or easily pre-determined before play). It exists for two reasons: to reward simple weapons with simple effectiveness, and to reward martial weapon users with the entirely optional option of an extra tactical decision. Fiddly, to me, would be a game element that asks for a player to make calculations, or keep track of things, or make multiple decisions during play. Versatile Weapon Fighting doesn't do any of those things (not even, really, outside of play). In all cases, this style's use can be as simple as the choice to pick up a versatile weapon and wield it already is. It would be possible to come up with a fighting style applied static bonus that to all uses of a versatile weapon across the board (say, +half proficiency damage per hit (so, from +1 to +3) and a +1AC vs. melee attacks--that would probably stack okay with Defensive and GWF and Dueling. And Mariner. TWF is irrelevant until we start talking about feats, because there are no versatile light weapons); that would be simpler. It doesn't take anything away from the choice that a versatile weapon user already faces. But, as I think I said at the outset (and, if I didn't, I'm saying it now), one of my design goals is to actually highlight and reward the versatility of a versatile weapon. And, especially (but not exclusively), the (thus far, probably rare) versatile weapons user who chooses to keep one hand free (and, thereby, make use of that versatility). After all, the very nature of a versatile weapon--the very point of one--is that, at some point, you have a choice to make. If the choice is between two things that are essentially the same, the choice is not meaningful. [/QUOTE]
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