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General Tabletop Discussion
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Weapons, how different is different enough?
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<blockquote data-quote="Spatzimaus" data-source="post: 1357878" data-attributes="member: 3051"><p>Longer explanations of the 8 categories:</p><p></p><p><strong>Bladed</strong>: Swords, duh. Almost always close-range slashing weapons.</p><p><strong>Hafted</strong>: Axes, Picks, and most Polearms. At one point we called this the "Chopping" group.</p><p><strong>Blunt</strong>: Maces, Staves, Clubs, chains, and Hammers. While in a lot of ways these are used like the Hafted weapons, they don't require as much aiming. Okay, it's a flimsy excuse, I needed a way to give certain classes (Cleric) access to heavy blunt weapons without having them be able to use axes and such. And, there IS a different amount of skill involved in using a club versus a tomahawk.</p><p><strong>Piercing</strong>: Daggers and Spears, including a few stabbing Polearms. It'd be more accurate to call this group "Stabbing", since there are other types of piercing weapons. Note that if you throw these at someone, it uses the Thrown group below instead of this one; Weapon Focus (Tiny Piercing) helps you stab someone with a dagger, but it's an entirely different set of skills to throw them.</p><p><strong>Projectile</strong>: Bows, Crossbows, and the occasional exotic weapon like blowguns. In a more modern campaign, this does NOT include firearms, those go in the Ray group since you don't need to lead the target so much.</p><p><strong>Thrown</strong>: Shurikens, Darts, Nets, rocks, grenades. Also, any melee weapon that can also be thrown (daggers, spears, throwing axes) uses this proficiency group when you throw it.</p><p><strong>Unarmed</strong>: Unarmed attacks, touch attack spells, the various gauntlets, natural weapons, weapons that mimic natural weapons like claws, or spells that bestow natural weapons (like the Psionic claw/bite powers). Since these are always light weapons, everyone is proficient with them, but it's still important to keep this group around for Weapon Focus/Specialization/etc.</p><p><strong>Ray</strong>: Ranged touch attack spells and firearms (if any). All ray spells are treated as light weapons, so everyone is proficient with them.</p><p></p><p>Then, as I said before, within each group you break it up by weapon size. So, Weapon Focus in Medium Bladed (which helps out Longswords and Scimitars) wouldn't help with a Greatsword, since it's a Large Bladed weapon. It's just wielded entirely differently.</p><p>(Actually, when a person takes these Feats, they pick Light (one or more size smaller than them), Medium (same size), or Heavy (one size larger). That way, if they change size, it's still the appropriate fighting style.)</p><p>As a result, if you don't include Firearms, there are 20 groups of weapons each person could apply these Feats to (3 each for the first six groups, 1 each for the last two).</p><p></p><p>Now, I suppose you could shift Hafted and Blunt into Impact (mace/pick/axe) and Polearm (including staves). It was more of a personal preference thing here; I didn't want polearms to be such a distinct group that no one would ever take them, so by rolling them into the axe group it solved some headaches. Also, it keeps all the axe-like polearms like halberds and such in the same group; there aren't any blunt polearms, so it's not a problem.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1357878, member: 3051"] Longer explanations of the 8 categories: [b]Bladed[/b]: Swords, duh. Almost always close-range slashing weapons. [b]Hafted[/b]: Axes, Picks, and most Polearms. At one point we called this the "Chopping" group. [b]Blunt[/b]: Maces, Staves, Clubs, chains, and Hammers. While in a lot of ways these are used like the Hafted weapons, they don't require as much aiming. Okay, it's a flimsy excuse, I needed a way to give certain classes (Cleric) access to heavy blunt weapons without having them be able to use axes and such. And, there IS a different amount of skill involved in using a club versus a tomahawk. [b]Piercing[/b]: Daggers and Spears, including a few stabbing Polearms. It'd be more accurate to call this group "Stabbing", since there are other types of piercing weapons. Note that if you throw these at someone, it uses the Thrown group below instead of this one; Weapon Focus (Tiny Piercing) helps you stab someone with a dagger, but it's an entirely different set of skills to throw them. [b]Projectile[/b]: Bows, Crossbows, and the occasional exotic weapon like blowguns. In a more modern campaign, this does NOT include firearms, those go in the Ray group since you don't need to lead the target so much. [b]Thrown[/b]: Shurikens, Darts, Nets, rocks, grenades. Also, any melee weapon that can also be thrown (daggers, spears, throwing axes) uses this proficiency group when you throw it. [b]Unarmed[/b]: Unarmed attacks, touch attack spells, the various gauntlets, natural weapons, weapons that mimic natural weapons like claws, or spells that bestow natural weapons (like the Psionic claw/bite powers). Since these are always light weapons, everyone is proficient with them, but it's still important to keep this group around for Weapon Focus/Specialization/etc. [b]Ray[/b]: Ranged touch attack spells and firearms (if any). All ray spells are treated as light weapons, so everyone is proficient with them. Then, as I said before, within each group you break it up by weapon size. So, Weapon Focus in Medium Bladed (which helps out Longswords and Scimitars) wouldn't help with a Greatsword, since it's a Large Bladed weapon. It's just wielded entirely differently. (Actually, when a person takes these Feats, they pick Light (one or more size smaller than them), Medium (same size), or Heavy (one size larger). That way, if they change size, it's still the appropriate fighting style.) As a result, if you don't include Firearms, there are 20 groups of weapons each person could apply these Feats to (3 each for the first six groups, 1 each for the last two). Now, I suppose you could shift Hafted and Blunt into Impact (mace/pick/axe) and Polearm (including staves). It was more of a personal preference thing here; I didn't want polearms to be such a distinct group that no one would ever take them, so by rolling them into the axe group it solved some headaches. Also, it keeps all the axe-like polearms like halberds and such in the same group; there aren't any blunt polearms, so it's not a problem. [/QUOTE]
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