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Weapon Knacks
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<blockquote data-quote="GreatLemur" data-source="post: 3359266" data-attributes="member: 28553"><p>This is a cool idea. It reminds me a lot of the <a href="http://www.enworld.org/showthread.php?t=103168" target="_blank">"weapons as special effects" subsystem</a> proposed by DanMcS.</p><p></p><p>The one hassle I see coming up with your proposed rule is the necessity to define which knack each martial-proficient character uses for each simple weapon. Maybe it would make more sense to let them pick one knack from the list (or maybe more), and let them apply whichever one of their chosen knacks they want (probably a swift action to switch, etc.), as long as the weapon could reasonably support it (that is, no tripping daggers or finesseable heavy maces).</p><p></p><p>I kind of like the idea of tying the mechanic in to skill tricks like airwalkrr implied--using skill points to buy knacks, and letting weapon proficiency feats determine <em>how many</em> knacks can be used at once--but that'd give skill monkey character more weapon options than the combat-primary characters, so I guess you're better off sticking to the structure you've already proposed.</p><p></p><p>Oh, hey, a note on balance: Am I alone in thinking that a step up in damage dice is worth a hell of a lot more than an increase crit range or modifier? The weapons as special effects thread certainly seems to support the idea of the two being equal, but I tried running the numbers on it, and--assuming I've got my spreadsheet set up right, which I seriously might not--the difference in average damage looks pretty huge. I don't think even Improved Critical would balance it.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3359266, member: 28553"] This is a cool idea. It reminds me a lot of the [url=http://www.enworld.org/showthread.php?t=103168]"weapons as special effects" subsystem[/url] proposed by DanMcS. The one hassle I see coming up with your proposed rule is the necessity to define which knack each martial-proficient character uses for each simple weapon. Maybe it would make more sense to let them pick one knack from the list (or maybe more), and let them apply whichever one of their chosen knacks they want (probably a swift action to switch, etc.), as long as the weapon could reasonably support it (that is, no tripping daggers or finesseable heavy maces). I kind of like the idea of tying the mechanic in to skill tricks like airwalkrr implied--using skill points to buy knacks, and letting weapon proficiency feats determine [i]how many[/i] knacks can be used at once--but that'd give skill monkey character more weapon options than the combat-primary characters, so I guess you're better off sticking to the structure you've already proposed. Oh, hey, a note on balance: Am I alone in thinking that a step up in damage dice is worth a hell of a lot more than an increase crit range or modifier? The weapons as special effects thread certainly seems to support the idea of the two being equal, but I tried running the numbers on it, and--assuming I've got my spreadsheet set up right, which I seriously might not--the difference in average damage looks pretty huge. I don't think even Improved Critical would balance it. [/QUOTE]
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