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<blockquote data-quote="JValeur" data-source="post: 6807952" data-attributes="member: 6795723"><p>I can certainly appreciate what you're trying to do. I set out trying to rework the weapons, for added realism, balance and to give different choices more meaning. In the end I might have achieved more realism, but the result was an over-complication reminiscent of 3.5 - and I'm not even sure it was more balanced.</p><p></p><p>I ended up rolling back most the changes, sticking to minor balance changes only, to make all weapons viable. These changes are made especially to make any weapon a choice for a specific situation, and besides the mace, I think it succeeded. I don't mean to hijack your thread, but figured I'd leave these here, for inspiration. If you want me to remove my post, just say so.</p><p></p><p>--</p><p></p><p>I've made a remastered table with changes marked in green (improvements), red (nerfs) and blue (additions/rebalance). I calculate weight in slots (a character has a number of slots equal to their strength score) for simplicity, but just use the weight values from the PHB. [The weight of the Blowgun and the Heavy Crossbow are switched on this table, but I don't have time to fix it at the moment]</p><p></p><p>[ATTACH]73663[/ATTACH]</p><p></p><p><span style="font-size: 18px"><strong>Weapon Properties</strong></span></p><p> <strong>Large.</strong> Substitutes the word heavy, but carries the same impact on gameplay. Additionally, you have disadvantage with large weapons when mounted, while in heavy brush, or similar situations where you wouldn't be able to wield your weapon freely.</p><p> <strong>Non-lethal.</strong> When reducing a creature to 0 hit points with an attack that isn’t a critical hit, you can choose that the creature is stable, instead of dying. [At my table, you have disadvantage on attacks made to drop a foe unconscious, without killing them, unless you have a weapon with the non-lethal property].</p><p> <strong>Stealth.</strong> This weapon can be drawn unseen with a Dexterity (Sleight of hand) check, contested by a Wisdom (Perception) check of any onlooker. If done before combat starts, this can allow the wielder to get the jump on his foe, and therefore obtain a surprise round. If done in the middle of combat, the sudden appearance of an unexpected weapon can give advantage on a single attack.</p><p></p><p><span style="font-size: 18px"><strong>Special Weapons</strong></span></p><p>Weapons with special rules are described here. </p><p> <strong>Blowgun.</strong> One vial of poison is enough for 10 pieces of blowgun ammunition, instead of just three. </p><p> <strong>Net.</strong> As the Player’s Handbook 148, but you don’t have disadvantage when using a net in melee range of a threatening enemy.</p><p> <strong>Whip.</strong> You have advantage on attacks made to disarm another creature of an object held in one hand, which weighs 5 lbs. or less. If you succeed in disarming the creature, you may place the item it was holding in any square within your reach, including in a free off-hand.</p></blockquote><p></p>
[QUOTE="JValeur, post: 6807952, member: 6795723"] I can certainly appreciate what you're trying to do. I set out trying to rework the weapons, for added realism, balance and to give different choices more meaning. In the end I might have achieved more realism, but the result was an over-complication reminiscent of 3.5 - and I'm not even sure it was more balanced. I ended up rolling back most the changes, sticking to minor balance changes only, to make all weapons viable. These changes are made especially to make any weapon a choice for a specific situation, and besides the mace, I think it succeeded. I don't mean to hijack your thread, but figured I'd leave these here, for inspiration. If you want me to remove my post, just say so. -- I've made a remastered table with changes marked in green (improvements), red (nerfs) and blue (additions/rebalance). I calculate weight in slots (a character has a number of slots equal to their strength score) for simplicity, but just use the weight values from the PHB. [The weight of the Blowgun and the Heavy Crossbow are switched on this table, but I don't have time to fix it at the moment] [ATTACH=CONFIG]73663._xfImport[/ATTACH] [SIZE=5][B]Weapon Properties[/B][/SIZE] [B]Large.[/B] Substitutes the word heavy, but carries the same impact on gameplay. Additionally, you have disadvantage with large weapons when mounted, while in heavy brush, or similar situations where you wouldn't be able to wield your weapon freely. [B]Non-lethal.[/B] When reducing a creature to 0 hit points with an attack that isn’t a critical hit, you can choose that the creature is stable, instead of dying. [At my table, you have disadvantage on attacks made to drop a foe unconscious, without killing them, unless you have a weapon with the non-lethal property]. [B]Stealth.[/B] This weapon can be drawn unseen with a Dexterity (Sleight of hand) check, contested by a Wisdom (Perception) check of any onlooker. If done before combat starts, this can allow the wielder to get the jump on his foe, and therefore obtain a surprise round. If done in the middle of combat, the sudden appearance of an unexpected weapon can give advantage on a single attack. [SIZE=5][B]Special Weapons[/B][/SIZE] Weapons with special rules are described here. [B]Blowgun.[/B] One vial of poison is enough for 10 pieces of blowgun ammunition, instead of just three. [B]Net.[/B] As the Player’s Handbook 148, but you don’t have disadvantage when using a net in melee range of a threatening enemy. [B]Whip.[/B] You have advantage on attacks made to disarm another creature of an object held in one hand, which weighs 5 lbs. or less. If you succeed in disarming the creature, you may place the item it was holding in any square within your reach, including in a free off-hand. [/QUOTE]
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