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General Tabletop Discussion
*Dungeons & Dragons
Weapon Threat, Crit. Multipliers, & the VP/WP system
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<blockquote data-quote="Rinndalir" data-source="post: 18516" data-attributes="member: 20"><p>Here's what I did - leave your crit ranges the same, and reduce all the multipliers by 1 - so a longsword becomes x1, and a battleaxe becomes x2. The highest base multiplier you'll have will then be x3 for say a scythe (or a mercurial greatsword <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />). Apply your crit damage as normal to WP, except on your x2 and above multipliers, only multiply the damage dice so that your greataxe (for example) does 2d12+bonuses in WP. This keeps the simple/martial/exotic distinction in the weapons without making them too terribly deadly - if you multiplied the bonuses as normal, it'd be overkill. This way, an axe or a bow remains a viable threat to dropping someone in one hit. </p><p></p><p>I also had to nerf Improved Critical and Keen a bit to where they only reduce the crit range by 1, no matter the weapon. Again, if you keep it as is it's too deadly (SW doesn't even HAVE Imp Crit or Keen). </p><p></p><p>Another thing I'd suggest is cut the number of sneak attack dice for a rogue (or anyone else who has it) in half. That way, you end up with about the same amount being thrown about in SW, and you can just apply sneak attack to WP directly like they do. </p><p></p><p>Overall I'm very happy with this system - it puts the danger back into combat, that's for sure. It's easy for someone to drop but harder for them to actually die (if you follow the SW rule that you make a Fort save vs. 10 if you run out of WP, that is - most characters can make that unless they just blow the roll). One thing I'm still working on is whether or not a spell should inflict some kind of WP damage if you fail the save against it, if it's a damaging spell. Seems to me like it should but I've yet to come up with a good way to handle it.</p></blockquote><p></p>
[QUOTE="Rinndalir, post: 18516, member: 20"] Here's what I did - leave your crit ranges the same, and reduce all the multipliers by 1 - so a longsword becomes x1, and a battleaxe becomes x2. The highest base multiplier you'll have will then be x3 for say a scythe (or a mercurial greatsword ;)). Apply your crit damage as normal to WP, except on your x2 and above multipliers, only multiply the damage dice so that your greataxe (for example) does 2d12+bonuses in WP. This keeps the simple/martial/exotic distinction in the weapons without making them too terribly deadly - if you multiplied the bonuses as normal, it'd be overkill. This way, an axe or a bow remains a viable threat to dropping someone in one hit. I also had to nerf Improved Critical and Keen a bit to where they only reduce the crit range by 1, no matter the weapon. Again, if you keep it as is it's too deadly (SW doesn't even HAVE Imp Crit or Keen). Another thing I'd suggest is cut the number of sneak attack dice for a rogue (or anyone else who has it) in half. That way, you end up with about the same amount being thrown about in SW, and you can just apply sneak attack to WP directly like they do. Overall I'm very happy with this system - it puts the danger back into combat, that's for sure. It's easy for someone to drop but harder for them to actually die (if you follow the SW rule that you make a Fort save vs. 10 if you run out of WP, that is - most characters can make that unless they just blow the roll). One thing I'm still working on is whether or not a spell should inflict some kind of WP damage if you fail the save against it, if it's a damaging spell. Seems to me like it should but I've yet to come up with a good way to handle it. [/QUOTE]
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