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Weapons, armor, & gear: More or less?
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<blockquote data-quote="FoxWander" data-source="post: 1157596" data-attributes="member: 1356"><p>Hey RangerWickett, got any more of those ideas? Please! I'm definitely in the less detail more flavor camp and I'm already thinking of ways to add the things you posted (and more) to my game. So please- more of the same.</p><p></p><p>Now here's my 2 pence on the subject- Well, alot of it has already been said by AFGNCAAP. In my experience, and I must admit I was guilty of it myself at one point, the REAL motivation behind wanting "more realism" was to eke more bonuses and damage out of combat. I too remember the days of everyone weilding katanas, and speaking of thrikreen, how about those lovely "throwing wedges" (good damage, range AND it returns if you miss!!) of thiers that non-thrikreen seemed to have a never-ending supply of. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> I personally never had a "wedge" thrower, but I do have far too many non-oriental characters that somehow have a katana worked in to thier background. [hangs head in shame icon]</p><p></p><p>With a simple weapon/armor system like RangerWickett proposed you could have all the flavor you want without it all boiling down to min/maxing. Not to mention some cool concepts that seem classic (like the dual knife fighter, or the tomahawk throwing ranger) but are just unplayable in the current system without sacrificing alot of your character's effectivity. </p><p></p><p>Honestly, one of the things I love about 3E D&D is the wonderful simplicity of it- standardized named bonus types, clear definitions for special attack types and combat conditions, and (best of all) the core d20 mechanic itself! With all that simplicity and ease of use, I was quite disappointed that the weapon and armor tables weren't revised along the same lines. It still has the same problem it always had- put all the stats into a bowl, shake, and one or two weapons/armors come out on top- so that's what everybody uses. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> I do it myself!! I love the flavor of a dual knife-wielding, leather-clad thief but... I don't have the feats to pull it off... even if I did I'd suck in combat... a short sword does better damage anyway... why wear leather when I can get a MW chain shirt... etc. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> How can you get out of the trap? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>-EDIT (remembered another thing I wanted to mention)</p><p>As for the new "fantasy" weapons- mercurial swords, double axes/swords, gnomish hook hammers (?!?!), etc. Gimme a break! Can someone explain how the heck you would MAKE a mercurial sword in the first place? How about how you would use a hook-hammer without hurting yourself? Or a sword-flail? (That idea works with some specialized martial arts weapons only because the thing the chain is attached to is a small one-handed weapon and the chain is quite abit longer to be used for entangling- not so much as a flail. Anyway, i'll stop now.) Even a double sword seems a little silly (but I guess the 3E design team has some Darth Maul fans) but it's vaguely workable. The double axe is stretching it though.</p></blockquote><p></p>
[QUOTE="FoxWander, post: 1157596, member: 1356"] Hey RangerWickett, got any more of those ideas? Please! I'm definitely in the less detail more flavor camp and I'm already thinking of ways to add the things you posted (and more) to my game. So please- more of the same. Now here's my 2 pence on the subject- Well, alot of it has already been said by AFGNCAAP. In my experience, and I must admit I was guilty of it myself at one point, the REAL motivation behind wanting "more realism" was to eke more bonuses and damage out of combat. I too remember the days of everyone weilding katanas, and speaking of thrikreen, how about those lovely "throwing wedges" (good damage, range AND it returns if you miss!!) of thiers that non-thrikreen seemed to have a never-ending supply of. :rolleyes: I personally never had a "wedge" thrower, but I do have far too many non-oriental characters that somehow have a katana worked in to thier background. [hangs head in shame icon] With a simple weapon/armor system like RangerWickett proposed you could have all the flavor you want without it all boiling down to min/maxing. Not to mention some cool concepts that seem classic (like the dual knife fighter, or the tomahawk throwing ranger) but are just unplayable in the current system without sacrificing alot of your character's effectivity. Honestly, one of the things I love about 3E D&D is the wonderful simplicity of it- standardized named bonus types, clear definitions for special attack types and combat conditions, and (best of all) the core d20 mechanic itself! With all that simplicity and ease of use, I was quite disappointed that the weapon and armor tables weren't revised along the same lines. It still has the same problem it always had- put all the stats into a bowl, shake, and one or two weapons/armors come out on top- so that's what everybody uses. :( I do it myself!! I love the flavor of a dual knife-wielding, leather-clad thief but... I don't have the feats to pull it off... even if I did I'd suck in combat... a short sword does better damage anyway... why wear leather when I can get a MW chain shirt... etc. :rolleyes: How can you get out of the trap? :p -EDIT (remembered another thing I wanted to mention) As for the new "fantasy" weapons- mercurial swords, double axes/swords, gnomish hook hammers (?!?!), etc. Gimme a break! Can someone explain how the heck you would MAKE a mercurial sword in the first place? How about how you would use a hook-hammer without hurting yourself? Or a sword-flail? (That idea works with some specialized martial arts weapons only because the thing the chain is attached to is a small one-handed weapon and the chain is quite abit longer to be used for entangling- not so much as a flail. Anyway, i'll stop now.) Even a double sword seems a little silly (but I guess the 3E design team has some Darth Maul fans) but it's vaguely workable. The double axe is stretching it though. [/QUOTE]
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