Community

 
Jump Menu:
Post Reply
Page 1 of 3  •  1 2 3 Next
Switch to Forum Live View Versatile Weapons Modification
3 years ago  ::  May 22, 2010 - 11:34PM #1
greatfrito
  • YMTS: XXIX Winner
Date Joined: Jun 27, 2004
Posts: 8,293
After some discussion a few weeks back in General regarding the usefulness of Versatile weapons (really, more the usefulness of the versatile property itself), I came up with the following changes.  Here I list my revamped Versatile property, along with the modified Versatile versions of PH1 and AV1 weapons.  Following that are three feats, and some additional musings.

Weapon Properties

  • Versatile: Versatile weapons are weapons that can effectively be used as either one-handed or two-handed weapons.  A versatile weapon's listed statistics are used when the weapon is used as a one-handed weapon.  When you use a versatile weapon as a two-handed weapon, you take a -1 penalty on attack rolls, and the weapon's statistics change as listed with the versatile keyword.   
    • Example: A longsword has a d8 damage die and Versatile (d10).  When used as a two-handed weapon, you take a -1 penalty on the attack roll but the weapon die increases to d10.

Weapons


Revised Versatile Weapons Show

PH1 Weapons
Simple
Mace; +2, 1d8, Mace group; Versatile (1d10)
Spear; +2, 1d8, Spear group; Versatile (1d10 [or +3])

Military
Battleaxe; +2, 1d10, Axe group; Versatile (1d12)
Flail; +2, 1d10, Flail group; Versatile (1d12)
Longsword; +3, 1d8, Heavy Blade group; Versatile (1d10)
Warhammer; +2, 1d10, Hammer group; Versatile (1d12)
War pick; +2, 1d8, Pick group; High crit, Versatile (1d10)

Superior
Bastard sword; +3, 1d10, Heavy Blade group; Versatile (1d12)

AV1 Weapons
Military
Broadsword; +2, 1d10, Heavy Blade group; Versatile (1d12 [or Brutal 2])
Khopesh; +2, 1d8, Axe and Heavy Blade groups; Brutal 1, Versatile (1d10 [or +3])
Trident; +2, 1d8, 3/6, Spear group; Heavy thrown, Versatile (1d10 [or +3])

Superior
Craghammer; +2, 1d10, Hammer group; Brutal 2, Versatile (1d12)
Tratnyr; +2, 1d8, 10/20, Spear group; Heavy thrown, Versatile (1d10 [or +3])
Triple-headed flail; +3, 1d10, Flail group; Versatile (1d12)
Waraxe; +2, 1d12, Axe group; Versatile (2d6 [or Brutal 2])

* Show
*: Note that many of the above weapons (particularly those from AV1) have an alternate modification listed in brackets [].  These are other, non-damage-die, modifications I've considered.  These are applied just like the damage die change (replacing the base value, for proficiency bonuses; new properties are simply added on to the base properties).  As it stands, I'm not currently using these alternate properties, but if I do in the future, weapons will only have one Versatile property - they will not ever allow a choice.


Homebrew Weapons
Superior
Talwar**; +3, 1d8, Heavy Blade group; High crit, Versatile (d10)
    **: A character proficient with this weapon can treat it as a scimitar for the purpose of the Scimitar Dance feat.


Feats


Versatile Weapon Advantage
Prerequisite:
Dex 13
Benefit: When you hit a target with a versatile weapon used as a one-handed weapon, you gain a +1 bonus to your attack rolls against the same target using the weapon as a two-handed weapon until the end of the turn.  When you hit a target with a versatile weapon used as a two-handed weapon, you gain a +1 bonus to your attack rolls agianst the same target using the weapon as a one-handed weapon until the end of the turn.

Versatile Weapon Defense
Prerequisite:
Dex 13
Benefit: While you are wielding a versatile weapon as a one-handed weapon and have your other hand free, or while you are wielding a versatile weapon as a two-handed weapon, you gain a +1 shield bonus to AC and Reflex defense.

Versatile Weapon Training
Prerequisite:
Dex 13
Benefit: You do not take a -1 penalty to attack rolls while wielding a versatile weapon as a two-handed weapon.

Builds and Powers


At the moment, I have none prepared.  I would like to at least create a Versatile-focused option for the Fighter class.  Really it probably needs just more attack powers that require (or benefit from) a weapon wielded in one hand, though a few multi-attack powers that force a switch (from one-handed to two-handed, or from 2- to 1-; they would require a versatile weapon) could be interesting.  I could imagine a potential Ranger build as well - or at least some kind of Ranger option (even if just some additional powers).

EDIT: I didn't really think about it at first, but these rules kind of assume that you do away with the Small weapon restrictions (as I've done).  They might still work with Small critters getting the weapon restrictions, but none of these were designed with those limitations in mind.
Feedback Disclaimer Show

Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us.

No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC).

(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)

A Psion for Next (Playable Draft)
A Barbarian for Next (Brainstorming Still)
My 4e Projects Show
Quick Reply
Cancel
3 years ago  ::  May 23, 2010 - 12:31AM #2
Bandikoot
Date Joined: Apr 28, 2010
Posts: 565
Is there any logical reason for the -1 attack penalty or is simply there because you believe it is needed for balance reasons?  Personally, i would have no problem with increasing the damage die by 1 and not changing the attack.
Quick Reply
Cancel
3 years ago  ::  May 23, 2010 - 12:39AM #3
greatfrito
  • YMTS: XXIX Winner
Date Joined: Jun 27, 2004
Posts: 8,293

May 23, 2010 -- 12:31AM, Bandikoot wrote:

Is there any logical reason for the -1 attack penalty or is simply there because you believe it is needed for balance reasons?  Personally, i would have no problem with increasing the damage die by 1 and not changing the attack.



In the other thread there was concern raised for just raising the damage die with no drawbacks.  In my own implementation, the only risk would be that many of the military weapons would simply supplant their two-handed counterparts, because they would be lighter, but just as effective.

From an asthetic standpoint, I wanted there to be a meaningful difference in choosing between one-handed and two-handed use, so that a character would be more likely to willingly swap between them.  With the penalty, one-handed attacks are more accurate, but less damaging, than their two-handed counterparts.  The character can swap to two-handed for the increased damage (such as situations where his accuracy is high enough, even with the penalty), but shouldn't be permanently attached to two-handed use.

That said, the Versatile Weapon Training feat seems an obvious feat, even if it effectively undermines the above idea a bit.

EDIT: I think the "logic" of it is much the same as power attack - you can use these weapons in an alternate fashion, but unless you are familiar with this alternate fighting style (Versatile Weapon Training feat), you are sacrificing accuracy for power.

Feedback Disclaimer Show

Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us.

No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC).

(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)

A Psion for Next (Playable Draft)
A Barbarian for Next (Brainstorming Still)
My 4e Projects Show
Quick Reply
Cancel
3 years ago  ::  May 23, 2010 - 1:10AM #4
Bandikoot
Date Joined: Apr 28, 2010
Posts: 565
I should have typed a bit longer but I'm doing all this half asleep.    What I was trying to get at, is that if you leave the attack the same and increase the damage die by one, your versatile weapon is still weaker than an actual two-handed weapon of the same class.  For example, if you increase a battleaxe from +2/1d10 onehanded to +2/1d12 twohanded, it is still weaker than the greataxe, which also has the high crit property.  You get a reward for versitile, but its still not quite as good as acutally using a genuine two handed weapon.
Quick Reply
Cancel
3 years ago  ::  May 23, 2010 - 1:53AM #5
Duskweaver
Date Joined: Jun 9, 2008
Posts: 3,642
Nice work!

One little thing though: for Versatile Weapon Talent, shouldn't "end of the turn" be "end of your next turn"? Otherwise, you're only ever going to get the bonus when you spend an action point.
Quick Reply
Cancel
3 years ago  ::  May 23, 2010 - 3:45AM #6
Greyman
Date Joined: Jan 4, 2002
Posts: 276

May 22, 2010 -- 11:34PM, greatfrito wrote:

Spear; +2, 1d8, Spear group; Versatile (1d10 [or +3])


You'll need to explain this a little clearer.

As it stands, I'm reading it as a choice between using the larger damage die, or increasing the proficiency bonus by +1, when you wield the weapon in two hands.  However, since doing so imposes a -1 penalty to attack rolls, that would make the second choice kind of pointless.

Quick Reply
Cancel
3 years ago  ::  May 23, 2010 - 3:51AM #7
Greyman
Date Joined: Jan 4, 2002
Posts: 276

May 23, 2010 -- 1:53AM, Duskweaver wrote:

One little thing though: for Versatile Weapon Talent, shouldn't "end of the turn" be "end of your next turn"? Otherwise, you're only ever going to get the bonus when you spend an action point.


Or use the weapon with a melee power that allows you to make more than one attack.  (Melee powers target individuals, each attack made with it's own attack and damage rolls.)

Quick Reply
Cancel
3 years ago  ::  May 23, 2010 - 9:38AM #8
lluewhyn
Date Joined: Aug 29, 2007
Posts: 110
Personally, I'd go with just the bump in damage die. As someone above said, the regular two-handed versions also have some nicer properties.

Logically, giving an attack penalty just doesn't sit well with me since you're suggesting that you would be less accurate using the weapon two-handed when actually it should be the opposite since you're gaining more control of the weapon. Conceptually, think of trying to cut wood with an axe or swinging at a baseball one-handed. It can be done, but you're a lot more awkward doing it.

For the argument that you're using the weapon in an unfamiliar way -Anyone who had experienced martial training with such a weapon would also likely be trained in how to use it two-handed since it's intended to possibly be used that way. For exampke, someone who uses a sword and shield might have to anticipate that their shield might be shattered.

If you want to apply a penalty, how about applying a -1 to AC and/or Reflex? After all, you're in a stance where you're exposing more of your body but you don't have the natural range of a regular two-handed weapon.
Quick Reply
Cancel
3 years ago  ::  May 23, 2010 - 9:47AM #9
Rustmonster
Date Joined: Mar 4, 2007
Posts: 3,893
Why would I ever want to use Versitile weapons in two hands under this system? I'm essentially changing the stats of my weapon into the stats of another, balance one-handed weapon, except I need to weild it in two hands.
EVERY DAY IS HORRIBLE POST DAY ON THE D&D FORUMS.

Everything makes me ANGRY (ESPECIALLY you, reader)
Quick Reply
Cancel
3 years ago  ::  May 23, 2010 - 10:54AM #10
greatfrito
  • YMTS: XXIX Winner
Date Joined: Jun 27, 2004
Posts: 8,293
I'll try to address these in order, and see if they clarify.

May 23, 2010 -- 1:10AM, Bandikoot wrote:

I should have typed a bit longer but I'm doing all this half asleep.    What I was trying to get at, is that if you leave the attack the same and increase the damage die by one, your versatile weapon is still weaker than an actual two-handed weapon of the same class.  For example, if you increase a battleaxe from +2/1d10 onehanded to +2/1d12 twohanded, it is still weaker than the greataxe, which also has the high crit property.  You get a reward for versitile, but its still not quite as good as acutally using a genuine two handed weapon.



I have to admit, I forgot about that.  In using the 1-handed damage progression, and using the longsword as the "example" almost every time, I kind of "duh'd" on two-handed damage + properties.  I'm probably going to be taking another go at everything, but I'll keep that in mind.  However, I still don't want two-handed to be an obviously better choice than one-handed for the versatile wielder...

May 23, 2010 -- 3:51AM, Greyman wrote:

May 23, 2010 -- 1:53AM, Duskweaver wrote:

One little thing though: for Versatile Weapon Talent Advantage, shouldn't "end of the turn" be "end of your next turn"? Otherwise, you're only ever going to get the bonus when you spend an action point.


Or use the weapon with a melee power that allows you to make more than one attack.  (Melee powers target individuals, each attack made with it's own attack and damage rolls.)



Greyman hit most of my reasoning.  I intentionally went with the more limited option, to go with the attack bonus.  The other way would encourage swapping grips every round, but could end up giving a nigh-constant, stacking, attack bonus.

I could go with the nigh-constant bonus, but if I did so, I'd swap it from a bonus to attack to a (higher) bonus to damage.

Like I noted too, that feat may end up as a build-specific feat, when I put together either a Fighter or Ranger build (or, if I do both, it may end up remaining "generic", but mostly appealing to those builds).

May 23, 2010 -- 3:45AM, Greyman wrote:

May 22, 2010 -- 11:34PM, greatfrito wrote:

Spear; +2, 1d8, Spear group; Versatile (1d10 [or +3])


You'll need to explain this a little clearer.

As it stands, I'm reading it as a choice between using the larger damage die, or increasing the proficiency bonus by +1, when you wield the weapon in two hands.  However, since doing so imposes a -1 penalty to attack rolls, that would make the second choice kind of pointless.




Right, those are weird, and I'm probably going to toss them.  I may keep the addition of properties for some weapons, and toss the changes in proficiency.  But, as I tried to explain in the * sblock, those are a concept I was working with, but will probably just scrap entirely, but either way they are not a choice between the two (the final product will have one and only one Versatile property).

The idea was for those to be weapons that are awkward in one hand, and more stable in two.  In effect, yeah, it would cancel out when using them two-handed normally, making them poor choices for two-handed weapons. 

Even with the feat, I can't see them getting any use.  So more likely than not, consider the prof bonuses scrapped in Versatile.  Unless I dump the penalty - at that point, they'd make some sense, at least.

May 23, 2010 -- 9:38AM, lluewhyn wrote:

Edit: Post Hidden Show

Personally, I'd go with just the bump in damage die. As someone above said, the regular two-handed versions also have some nicer properties.

Logically, giving an attack penalty just doesn't sit well with me since you're suggesting that you would be less accurate using the weapon two-handed when actually it should be the opposite since you're gaining more control of the weapon. Conceptually, think of trying to cut wood with an axe or swinging at a baseball one-handed. It can be done, but you're a lot more awkward doing it.

For the argument that you're using the weapon in an unfamiliar way -Anyone who had experienced martial training with such a weapon would also likely be trained in how to use it two-handed since it's intended to possibly be used that way. For exampke, someone who uses a sword and shield might have to anticipate that their shield might be shattered.

If you want to apply a penalty, how about applying a -1 to AC and/or Reflex? After all, you're in a stance where you're exposing more of your body but you don't have the natural range of a regular two-handed weapon.



Fair enough.  I'll consider -1 AC and/or Reflex (or just Defenses, for simplicity's sake) as an alternative when I go back through.

May 23, 2010 -- 9:47AM, Rustmonster wrote:

Why would I ever want to use Versitile weapons in two hands under this system? I'm essentially changing the stats of my weapon into the stats of another, balance one-handed weapon, except I need to weild it in two hands.




For much the same reason as folks use Power Attack, I suppose (though, is my group the only one with players who PA with one-handed weapons?).  For much the same reason as folks use Versatile weapons two-handed in the core rules (a bonus to damage).  It's not the automatic / no drawback "+1" of the core rules, but it's quite potent.  While it's... differently useful than power attack, it's a built-in quality, rather than something that requires a feat.

If I get it right, one-handed PA gives +2 damage for -2 attack and costs a feat.  Versatile gives +1 (average) damage for -1 attack - or more, with higher [w] attacks.

Er... I... Yeah... My wife is watcing some crazy anime show thing, and the dog wants to play, so I totally lost my train of thought.  Tongue out  Maybe I'll get it back, later.

Feedback Disclaimer Show

Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us.

No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC).

(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)

A Psion for Next (Playable Draft)
A Barbarian for Next (Brainstorming Still)
My 4e Projects Show
Quick Reply
Cancel
Page 1 of 3  •  1 2 3 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing