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What I'd Like To See Added to 5E - Weapon Comparison
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<blockquote data-quote="Water Bob" data-source="post: 6607705" data-attributes="member: 92305"><p>I did with 2E AD&D.</p><p></p><p>I pretty much try to follow the rules particular to the game I'm running.</p><p></p><p>Currently, I run the Conan RPG (based on 3.5 d20), and although it doesn't have an initiative modifier for weapons, it does have a different mechanic that addresses the same issue with a different method.</p><p></p><p>In Conan melee, weapon size matters. So a two-handed great sword being used against a foe using a short sword means that the character with the great sword gets a +2 bonus to his Parry AC (because of the weapon length, he can defend himself better). And the short sword character gets a -2 penalty to his Parry AC.</p><p></p><p>In the Conan game, there are two basic Armor Classes: one for Dodge and one for Parry. The rule doesn't effect the Dodge AC. So, the player has to decide whether to use his Dodge AC or the Parry AC with the bonus/penalty.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Not to turn this into a thread about the Conan RPG, but this is another reason I love the Conan rules. What you are talking about IS addressed in the Conan RPG. </p><p></p><p>Soldier is a character class in this game, and one of the benefits of the class is that they get an ability called Formation Combat. There are several options under Formation Combat for both infantry and cavalry, and each usually requires the character and two other Soldiers (for a total of 3, at the minimum) to take advantage of the benefit.</p><p></p><p>For example, three Soldiers, all with the Heavy Infantry type of Formation Combat get a +1 damage bonus with any melee weapon as long as they fight side-by-side and wear Medium or heavier armor.</p><p></p><p>Going a step further in the Formation Combat tree, the Soldiers can get Improved Heavy Infantry which gives them a +2 bonus to damage (and a +2 Parry AC bonus if using a shield).</p><p></p><p>If you give all three of the Soldiers Reach weapons, they start to become a formidable force: Reach weapons typically do heavy damage, there the benefit of the 10' reach, it's easy to have multiple attacks against a single foe (all three could attack one foe if using a Reach weapon), thus they gain the Multiple Opponent benefit (+1 attack for one, +2 attack for another). Plus, some reach weapons are made for tripping (like Bills, with the hook), knocking a target prone. A prone character is -4 to hit while melee attacks against him are at +4 bonus, plus he draws a free attack (attack of opportunity) when he stands, so....knocking a foe down, poking him at +4 bonus with three Reach attacks while he is down, then getting another three attacks as he stands, all with the Multiple Opponent bonus, if pretty doggone powerful.</p><p></p><p>Put all this together, and you're talking about a phalanx to be feared.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6607705, member: 92305"] I did with 2E AD&D. I pretty much try to follow the rules particular to the game I'm running. Currently, I run the Conan RPG (based on 3.5 d20), and although it doesn't have an initiative modifier for weapons, it does have a different mechanic that addresses the same issue with a different method. In Conan melee, weapon size matters. So a two-handed great sword being used against a foe using a short sword means that the character with the great sword gets a +2 bonus to his Parry AC (because of the weapon length, he can defend himself better). And the short sword character gets a -2 penalty to his Parry AC. In the Conan game, there are two basic Armor Classes: one for Dodge and one for Parry. The rule doesn't effect the Dodge AC. So, the player has to decide whether to use his Dodge AC or the Parry AC with the bonus/penalty. Not to turn this into a thread about the Conan RPG, but this is another reason I love the Conan rules. What you are talking about IS addressed in the Conan RPG. Soldier is a character class in this game, and one of the benefits of the class is that they get an ability called Formation Combat. There are several options under Formation Combat for both infantry and cavalry, and each usually requires the character and two other Soldiers (for a total of 3, at the minimum) to take advantage of the benefit. For example, three Soldiers, all with the Heavy Infantry type of Formation Combat get a +1 damage bonus with any melee weapon as long as they fight side-by-side and wear Medium or heavier armor. Going a step further in the Formation Combat tree, the Soldiers can get Improved Heavy Infantry which gives them a +2 bonus to damage (and a +2 Parry AC bonus if using a shield). If you give all three of the Soldiers Reach weapons, they start to become a formidable force: Reach weapons typically do heavy damage, there the benefit of the 10' reach, it's easy to have multiple attacks against a single foe (all three could attack one foe if using a Reach weapon), thus they gain the Multiple Opponent benefit (+1 attack for one, +2 attack for another). Plus, some reach weapons are made for tripping (like Bills, with the hook), knocking a target prone. A prone character is -4 to hit while melee attacks against him are at +4 bonus, plus he draws a free attack (attack of opportunity) when he stands, so....knocking a foe down, poking him at +4 bonus with three Reach attacks while he is down, then getting another three attacks as he stands, all with the Multiple Opponent bonus, if pretty doggone powerful. Put all this together, and you're talking about a phalanx to be feared. [/QUOTE]
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