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Weapon Master Revamped and Refried
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<blockquote data-quote="comrade raoul" data-source="post: 2848103" data-attributes="member: 554"><p>I've found that everyone wants a weapon master class, but almost nobody has the same expectations for what a weapon master class should be like, which might be one reason why the fighter's a good representation of one. (I feel compelled to plug the PHB2 here: the new high level combat feats can make pure fighters really impressive, traditional weapon masters.)</p><p></p><p>Anyway, I think it's mostly solid work, and a class you'll be able to incorporate without messing with your campaign. I've got a few issues with your weapon tricks, though. <ul> <li data-xf-list-type="ul">I wonder whether you refer to actions misleadingly. Can any of the weapon tricks be used with attacks as part of a full attack action? It doesn't look like it from the text: an attack that's part of a full attack action is just a "melee attack."</li> <li data-xf-list-type="ul">Be really careful when including effects, like "deadly hand," that boost critical hit multipliers. A character who takes it for an optimal weapon (one with a 15-20 threat range) deals 30% more damage against opponents immune to critical hits. That's huge. Consider instead just doing extra damage on a crit (maybe 2d10 or so, multiplied on a crit) or offering the ever-popular +4 bonus to confirm crits.</li> <li data-xf-list-type="ul">On the other hand, autocrit abilities like "crushing blow" are abusable in the case of high-multiplier weapons. Because you (smartly) limit it to a full-round action once per day, it's probably not really game-breaking (although the x5 "deadly hand" scythe critical can get pretty sick), but consider limiting it to double damage. If you do that, you have the nice additional benefit of making it equally useful for all wapons, and can probably let the weapon master use it either once per day as part of any attack, or as a full-round action whenever he wants.</li> <li data-xf-list-type="ul">Do you mean for "devastating blow" to synergize with "crushing blow"? If so, that probably <em>is</em> game-breaking. And what damage does it apply to? If I use a devastating blow with my greatsword, with which I deal 2d6+8 damage, rolling an 8 (for 16 points total), do I deal 20 (8*(1.5) + 8) or 24 (16*(1.5)) points? If it's the former, isn't it straightforwardly worse than "powerful blow"? (And what's with all these conceptually similar "I hit him really, really hard" tricks, anyway?)</li> <li data-xf-list-type="ul">"Artful attack" is probably too weak. Consider negating cover penalties entirely.</li> </ul></blockquote><p></p>
[QUOTE="comrade raoul, post: 2848103, member: 554"] I've found that everyone wants a weapon master class, but almost nobody has the same expectations for what a weapon master class should be like, which might be one reason why the fighter's a good representation of one. (I feel compelled to plug the PHB2 here: the new high level combat feats can make pure fighters really impressive, traditional weapon masters.) Anyway, I think it's mostly solid work, and a class you'll be able to incorporate without messing with your campaign. I've got a few issues with your weapon tricks, though.[list][*]I wonder whether you refer to actions misleadingly. Can any of the weapon tricks be used with attacks as part of a full attack action? It doesn't look like it from the text: an attack that's part of a full attack action is just a "melee attack." [*]Be really careful when including effects, like "deadly hand," that boost critical hit multipliers. A character who takes it for an optimal weapon (one with a 15-20 threat range) deals 30% more damage against opponents immune to critical hits. That's huge. Consider instead just doing extra damage on a crit (maybe 2d10 or so, multiplied on a crit) or offering the ever-popular +4 bonus to confirm crits.[*]On the other hand, autocrit abilities like "crushing blow" are abusable in the case of high-multiplier weapons. Because you (smartly) limit it to a full-round action once per day, it's probably not really game-breaking (although the x5 "deadly hand" scythe critical can get pretty sick), but consider limiting it to double damage. If you do that, you have the nice additional benefit of making it equally useful for all wapons, and can probably let the weapon master use it either once per day as part of any attack, or as a full-round action whenever he wants.[*]Do you mean for "devastating blow" to synergize with "crushing blow"? If so, that probably [i]is[/i] game-breaking. And what damage does it apply to? If I use a devastating blow with my greatsword, with which I deal 2d6+8 damage, rolling an 8 (for 16 points total), do I deal 20 (8*(1.5) + 8) or 24 (16*(1.5)) points? If it's the former, isn't it straightforwardly worse than "powerful blow"? (And what's with all these conceptually similar "I hit him really, really hard" tricks, anyway?)[*]"Artful attack" is probably too weak. Consider negating cover penalties entirely.[/list] [/QUOTE]
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