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<blockquote data-quote="EzekielRaiden" data-source="post: 8674086" data-attributes="member: 6790260"><p>To quote myself on the subject...</p><p></p><p></p><p></p><p>I think there's even more we could do here. [USER=6987520]@DND_Reborn[/USER] for example has a solid idea WRT bonuses when fighting an enemy with a shield; we could perhaps call this Shieldbreaker (+1 to hit and damage against targets that have a Shield bonus to AC.) "Entangling" or "Grappling" could also be a property, building off their suggestion about whips but having it apply to any weapon that gets all physical <em>around</em> the opponent. Adding those two to my list above gives us <em>at least</em> 11 different weapon properties that we can try to mix and match, not counting things like damage dice, handedness (one-hand, off-hand, two-hand, versatile, etc.), and special-purpose weapons (such as nets).</p><p></p><p>Feats, being particularly chunky and significant in 5e, also afford an excellent opportunity to reward specialization with a particular weapon <em>type</em> without being cripplingly overspecialized with a <em>single weapon.</em> I would expect the weapon groups to be similar to 4e's: Heavy Blades, Light Blades, Axes, Hammers (counting maces/clubs), Polearms, Spears, etc. All the basic stuff, with each <Group> Specialist feat having various juicy but distinct (and hopefully thematic!) benefits for someone willing to spend the feat in order to specialize.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8674086, member: 6790260"] To quote myself on the subject... I think there's even more we could do here. [USER=6987520]@DND_Reborn[/USER] for example has a solid idea WRT bonuses when fighting an enemy with a shield; we could perhaps call this Shieldbreaker (+1 to hit and damage against targets that have a Shield bonus to AC.) "Entangling" or "Grappling" could also be a property, building off their suggestion about whips but having it apply to any weapon that gets all physical [I]around[/I] the opponent. Adding those two to my list above gives us [I]at least[/I] 11 different weapon properties that we can try to mix and match, not counting things like damage dice, handedness (one-hand, off-hand, two-hand, versatile, etc.), and special-purpose weapons (such as nets). Feats, being particularly chunky and significant in 5e, also afford an excellent opportunity to reward specialization with a particular weapon [I]type[/I] without being cripplingly overspecialized with a [I]single weapon.[/I] I would expect the weapon groups to be similar to 4e's: Heavy Blades, Light Blades, Axes, Hammers (counting maces/clubs), Polearms, Spears, etc. All the basic stuff, with each <Group> Specialist feat having various juicy but distinct (and hopefully thematic!) benefits for someone willing to spend the feat in order to specialize. [/QUOTE]
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