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General Tabletop Discussion
*Pathfinder & Starfinder
Weapons and Implements work the same
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4991284" data-attributes="member: 710"><p>Based on my post in this thread: <a href="http://www.enworld.org/forum/general-rpg-discussion/267673-d-d-4th-edition-annoyances-those-who-like-d-d-4th-edition-4.html#post4991274" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/267673-d-d-4th-edition-annoyances-those-who-like-d-d-4th-edition-4.html#post4991274</a></p><p>and specifically on cmbaronas list. </p><p></p><p>We had this idea before in House Rules. How about having Implements and Weapons always work according to the same mechanic to determine damage and and attack bonus.</p><p></p><p>If you are proficient with a weapon, you get a bonus to attack <em>and </em>damage. The damage bonus applies to each damage die listed in the power. </p><p>The [W] notation now is effectively replaced with a d4.</p><p></p><p>Examples: </p><p>Clubb: +2 attack bonus, +1 damage bonus</p><p>Dagger: +3 attack bonus</p><p>Longsword: +3 attack bonus, +2 damage bonus</p><p>Greatsword: +3 attack bonus, +3 damage bonus</p><p></p><p>The difficulty is actually adding these properties to existing implements, the weapon process is relatively straightforward.</p><p>I suppose one will have to improve the overall effectiveness of implements to keep the balance. </p><p></p><p>Ki Focus, Orb, Wand: +1 attack bonus</p><p>Holy Symbol, Staff, Totem: +1 damage bonus</p><p></p><p>Or one could consider these in different "proficiency groups".</p><p>Simple Implements are holy symbols, staffs and totems</p><p>Advanced Implements are Wands and Orbs.</p><p></p><p>Ultimately I think that the system doesn't work good enough for my taste within the existing power framework - some stuff will lead to strange results. For example, Magic Missile will now often become more damaging than Eldritch Blast, which is clearly not desired! Defenses don't work with this assumption in mind, either.</p><p></p><p>But I think this is the approach I will take when I go back to my d20 Modern 2.0 homebrew system.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4991284, member: 710"] Based on my post in this thread: [URL]http://www.enworld.org/forum/general-rpg-discussion/267673-d-d-4th-edition-annoyances-those-who-like-d-d-4th-edition-4.html#post4991274[/URL] and specifically on cmbaronas list. We had this idea before in House Rules. How about having Implements and Weapons always work according to the same mechanic to determine damage and and attack bonus. If you are proficient with a weapon, you get a bonus to attack [I]and [/I]damage. The damage bonus applies to each damage die listed in the power. The [W] notation now is effectively replaced with a d4. Examples: Clubb: +2 attack bonus, +1 damage bonus Dagger: +3 attack bonus Longsword: +3 attack bonus, +2 damage bonus Greatsword: +3 attack bonus, +3 damage bonus The difficulty is actually adding these properties to existing implements, the weapon process is relatively straightforward. I suppose one will have to improve the overall effectiveness of implements to keep the balance. Ki Focus, Orb, Wand: +1 attack bonus Holy Symbol, Staff, Totem: +1 damage bonus Or one could consider these in different "proficiency groups". Simple Implements are holy symbols, staffs and totems Advanced Implements are Wands and Orbs. Ultimately I think that the system doesn't work good enough for my taste within the existing power framework - some stuff will lead to strange results. For example, Magic Missile will now often become more damaging than Eldritch Blast, which is clearly not desired! Defenses don't work with this assumption in mind, either. But I think this is the approach I will take when I go back to my d20 Modern 2.0 homebrew system. [/QUOTE]
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