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1 year ago ::
May 15, 2012 - 11:49AM
#1
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What weapons do you want to see, and how would they be different?
IMO... there's no need for a katana, longsword, and bastard sword.
Blades (1 or 2 handed): Bonus to defense. Axes (1 or 2 handed): Extra damage. Hammers (1 or 2 handed): Push Flails (1 or 2 handed): Pulls Polearms (2-handed): Reach
Daggers (1 or 2 handed): Melee and ranged. Availible to any class.
Bows (2-handed): Extra Damage Crossbows (2-handed): High damage, availible to any class, hard to to reload in combat. Sling (1-handed): Avalible to any class.
guides
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my builds
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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1 year ago ::
May 15, 2012 - 11:53AM
#2
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Date Joined:
Aug 19, 2007
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Light One-Handed Two-Handed
With an addition of "Ranged" or "Melee".
Yes, I like to dream. :P
Are you interested in an online 4E game on Sunday? Contact me with a PM! Spoiler:
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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
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1 year ago ::
May 15, 2012 - 11:58AM
#3
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Date Joined:
May 15, 2012
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As long as they include a gouge, I am a happy man.
Begin at the beginning and go on till you reach the end: then stop.
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1 year ago ::
May 15, 2012 - 12:02PM
#4
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Date Joined:
Jun 29, 2010
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I want to see a ridiculously broad assortment...basically an expansion to the old Arms and Equipment guide.
However I'd like to see realistic rules regarding proficiency in said weapons. The old 2nd edition handling of groups and combat styles got close, as did the weapon mastery system from basic. Some sort of hybrid of those two would just about be perfect.
DISCLAIMER - Everything said by anyone is absolute subjective opinion. There are no objective claims being made by me, or anyone else, unless they overtly state 'The following is an objective claim'. At this point if you choose to be offended by anything I (or anyone else) say the problem is ENTIRELY your own.
WotC won't let us give them money because they won't produce a game we want to play.
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1 year ago ::
May 15, 2012 - 12:19PM
#5
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Date Joined:
Jan 19, 2010
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Ugh, that's a fast way to kill flavor. The more weapons the better in my opinion, as more weapons means more mechanics, and more mechanics means more variety. More variety = more fun!
http://i1003.photobucket.com/albums/af156/Tom_Shambles92/DrSeuss.jpg http://www.last.fm/user/Pogo92
Endorsed by the C.C.A.A. Booty Patrol.
"If all the classes can compete on equal footing in a combat situation then it becomes less about "Which is the best" and more about "Which conveys the character I want to play"." - Areleth
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1 year ago ::
May 15, 2012 - 12:21PM
#6
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Light One-Handed Two-Handed
With an addition of "Ranged" or "Melee".
Yes, I like to dream. :P
I agree, I'd like to see the Gamma World weapons system in 5e.
Another day, another three or four entries to my Ignore List.
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1 year ago ::
May 15, 2012 - 12:25PM
#7
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Date Joined:
Aug 19, 2007
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Light One-Handed Two-Handed
With an addition of "Ranged" or "Melee".
Yes, I like to dream. :P
I agree, I'd like to see the Gamma World weapons system in 5e.
Also, two weapon fighting is a two-handed weapon. Two kukris == a big badass fullblade FTW! (They require the same investment, they should have the same effect and yes I know it doesn't make much sense and yes I don't care about it, it's fun and balanced and opens up options like almost nothing else)
Are you interested in an online 4E game on Sunday? Contact me with a PM! Spoiler:
Show
Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
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1 year ago ::
May 15, 2012 - 12:29PM
#8
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I would like to see the reload mechanic (for crossbows and guns) fade into the sunset. When I have a weapon, I want to be able to use it each time my turn comes up.
I also want to see class-based weapons go away. Gandalf is probably one of the most iconic wizards out there, at the very least, he is among the most recognized, and Gandalf uses a longsword while wizards in 3e couldn't. I have to ask "why does class matter when it comes to weapon choices?" What does it really add to the game, other than a feat tax to be able to fulfill a character concept.
I also want to see the whip as a viable weapon choice.
Why Mechanics-Alignment Integration is Bad
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so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
taking an argument too far
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So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Fencing & Swashbuckling as Armor.
D20 Modern Toon PC Race.
Mecha Pilot's Skill Challenge Emporium.
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1 year ago ::
May 15, 2012 - 12:30PM
#9
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I would like to see the reload mechanic (for crossbows and guns) fade into the sunset. When I have a weapon, I want to be able to use it each time my turn comes up.
I also want to see class-based weapons go away. Gandalf is probably one of the most iconic wizards out there, at the very least, he is among the most recognized, and Gandalf uses a longsword while wizards in 3e couldn't. I have to ask "why does class matter when it comes to weapon choices?" What does it really add to the game, other than a feat tax to be able to fulfill a character concept.
I also want to see the whip as a viable weapon choice.
I support all three of these.
Another day, another three or four entries to my Ignore List.
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1 year ago ::
May 15, 2012 - 12:45PM
#10
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Date Joined:
Jun 29, 2010
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I would like to see the reload mechanic (for crossbows and guns) fade into the sunset. When I have a weapon, I want to be able to use it each time my turn comes up.
I also want to see class-based weapons go away. Gandalf is probably one of the most iconic wizards out there, at the very least, he is among the most recognized, and Gandalf uses a longsword while wizards in 3e couldn't. I have to ask "why does class matter when it comes to weapon choices?" What does it really add to the game, other than a feat tax to be able to fulfill a character concept.
I also want to see the whip as a viable weapon choice.
Ignoring guns and focusing only on the crossbow aspect, removing the reload mechanic imbalances the weapon. The only reasons everyone didn't have a heavy crossbow were cost, encumbrance and time to reload. Knowing that D&D is iffy at best when it comes to economy and weights that leaves only reload as a reason to consider taking something else. In all other ways the crossbow was vastly superior to the alternatives. So it's both a matter of realism and balance.
I think you're missing the point of a class based game. Class matters with weapon choice because that's what a class based game is...differences among the classes concerning their role, what they do, how they do it, etc. Remove that and you're left with nothing more than a set of power options and a few mechanical variances, which is mostly a skill/power based game, not a class based one. I don't personally mind the idea of taking weapons outside of class parameters, so long as it's costly and more difficult (or impossible) to approach the skill levels of other classes. While this is a rare departure from realism for me I find it necessary in order to honor the spirit of the game, and the mechanical foundation it's based upon. Let a wizard use a sword, at a penalty. Let them become proficient in it at twice cost or with a tradeoff loss or slowing of inherent magic user powers. Never let them approach mastery with it however.
I'll bring up something I just posted in another thread concerning an orc magic user merc I'm playing in a campaign now. He always wanted to be a legendary fighter, but was a runt and lacked the basic aptitude. His study of magic is confined solely to making him a worthy fighter. He therefore learns only attribute boosters, speed enhancers, weapon and armor spells, etc. In this way he is able to mimic a frontline fighter but does so AS a wizard. In my opinion this retains the class based nature of the game while still allowing the type of flavoring you're longing for.
I agree that whip is an awesome weapon that has lost something in later editions. About the best handling of it was under basic D&D's weapon mastery system.
DISCLAIMER - Everything said by anyone is absolute subjective opinion. There are no objective claims being made by me, or anyone else, unless they overtly state 'The following is an objective claim'. At this point if you choose to be offended by anything I (or anyone else) say the problem is ENTIRELY your own.
WotC won't let us give them money because they won't produce a game we want to play.
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