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Weapon Group Variants
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<blockquote data-quote="jgsugden" data-source="post: 8115170" data-attributes="member: 2629"><p>The key to these being useful designations is to make sure they are easy to use and significant, but not too powerful. </p><p></p><p>That gets tricky when you try to fold it into an established rule set. The best I have come up with is giving each weapon type a special that triggers on a crit. A bludgeoning weapon may break someone's bones on a crit, giving them a level of exhaustion until they are healed. A slashing weapon may inflict bleeding, giving bonus damage on subsequent turns until the target is healed or rests. A piercing weapon may damage an organ, poisoning the target until healed.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8115170, member: 2629"] The key to these being useful designations is to make sure they are easy to use and significant, but not too powerful. That gets tricky when you try to fold it into an established rule set. The best I have come up with is giving each weapon type a special that triggers on a crit. A bludgeoning weapon may break someone's bones on a crit, giving them a level of exhaustion until they are healed. A slashing weapon may inflict bleeding, giving bonus damage on subsequent turns until the target is healed or rests. A piercing weapon may damage an organ, poisoning the target until healed. [/QUOTE]
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