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General Tabletop Discussion
*Dungeons & Dragons
Weapons should break left and right
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<blockquote data-quote="CreamCloud0" data-source="post: 9767365" data-attributes="member: 7034710"><p>so like, digging a little deeper into the ideas of what i said here about integrating feats and fighting styles into the weapons themselves and something i saw someone said about broad and specific weapon groups, if each specific weapon property carried a more notable additional effect or action that all stacked into making weapons a bit more than just the sum of their parts? should there even be 'extra' unofficial weapon categories like how polearms are more a thematic classification covering spears, quarterstaves and 'heavy-reach' weapons?</p><p></p><p>the most simple property being 1-handed and 2-handed (for melee, ranged weapons would have separate properties IMO?), i'd give 1-handed an extra to-hit bonus while 2-handed would get a damage bonus on each hit, accuracy vs damage.</p><p></p><p>light weapons i'd give a +1 extra attack (in addition to their existing BA attack with a second weapon) play into death of a thousand cuts with small weapons concepts, heavy weapons i'd do something with auto-max weapon damage attacks, maybe repurpose HWM idea of the -5 penalty when you attack, so you're not really getting bonus damage just guaranteeing you're doing the most your weapon could've done.</p><p>versatile property doesn't have an individual bonus but offers flexibility between being 1-H or 2-H.</p><p></p><p>finesse weapons would just automatically have defensive duelist.</p><p></p><p>reach weapons i'll steal something from UA spear mastery: you can increase your range with that weapon by an extra 5ft for your turn by using a bonus weapon (honsetly i think quarterstaff, spear and trident ought to have the reach property listed as one of their versatile 1-H traits).</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 9767365, member: 7034710"] so like, digging a little deeper into the ideas of what i said here about integrating feats and fighting styles into the weapons themselves and something i saw someone said about broad and specific weapon groups, if each specific weapon property carried a more notable additional effect or action that all stacked into making weapons a bit more than just the sum of their parts? should there even be 'extra' unofficial weapon categories like how polearms are more a thematic classification covering spears, quarterstaves and 'heavy-reach' weapons? the most simple property being 1-handed and 2-handed (for melee, ranged weapons would have separate properties IMO?), i'd give 1-handed an extra to-hit bonus while 2-handed would get a damage bonus on each hit, accuracy vs damage. light weapons i'd give a +1 extra attack (in addition to their existing BA attack with a second weapon) play into death of a thousand cuts with small weapons concepts, heavy weapons i'd do something with auto-max weapon damage attacks, maybe repurpose HWM idea of the -5 penalty when you attack, so you're not really getting bonus damage just guaranteeing you're doing the most your weapon could've done. versatile property doesn't have an individual bonus but offers flexibility between being 1-H or 2-H. finesse weapons would just automatically have defensive duelist. reach weapons i'll steal something from UA spear mastery: you can increase your range with that weapon by an extra 5ft for your turn by using a bonus weapon (honsetly i think quarterstaff, spear and trident ought to have the reach property listed as one of their versatile 1-H traits). [/QUOTE]
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