Primitive Screwhead
First Post
Hairfoot said:I disagree. Learning to swing a cricket bat proplerly doesn't each you how to use a tennis racquet well. The principle is the same.Me said:Originally Posted by Primitive Screwhead
Its always seemed silly that a a Rogue could burn a feat on Greatsword and not be able to use a Broadsword
However learning Cricket would make it easier to learn tennis because the base mechanics {swing item to hit ball} are the same.
A Greatsword and a BroadSword are both hefty chunk of metal that you swing into your opponent. IMHO, the cost of a Feat should cover both of these weapons, but not ..say.. a Rapier {since its a light stabby piece of metal}
Weapon groups make much more sense to me. The only time I have ever had a character take the Martial Weapon feat was for a particular style I was going for.
In my current game, a player has a Fighter who specialized in GreatSword. The only magic weapons to show up so far have been a Bastard Sword and a Warhammer... he is the only character not hit with the non-weapon proficiency penalty, but prefers his non-magical Greatsword.... If the system had Weapon Groups he could have specialized in ' hefty chunk of metal that you swing into your opponent' an used his Feats with the Bastard Sword.
So, IMHO Weapon Groups are better than discrete proficiencies.
Have you looked at the Black Company rules?Aloïsius said:*dreams about a very different magic item/economic system in D&D, where you are really HAPPY to find a masterwork sword".
Of course, its the *lack* of 'magic' weapons that make the masterwork weapons cool, not just the expanded attributes {they aren't just a '+1'}