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Switch to Forum Live View Wrecan's neato weapon balance thing
8 months ago  ::  Oct 08, 2012 - 7:52PM #111
MacEochaid
Date Joined: Sep 20, 2008
Posts: 379
Do you have a thought on how this will interact with dual wielding? Can a character with advantage inflict two weapon abilities on someone?

I really like how the Marillitith can be stated out as having six long weapons and can impose any effect she wants round to round, it gets that great swiss army knife feeling of the Marilith without much difficulty in tracking her ability.

Some suggestions for renaming things, for the thrown slashing would a chakram be better since it actually slashes as it is thrown? And how about the close axe being a sickle? And making the francisca/thrown axe into a hatchet? Just feel like it would be a good place for the druid weapon that has no place.
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8 months ago  ::  Oct 08, 2012 - 8:40PM #112
Gee-man
Date Joined: Jul 19, 2012
Posts: 128
I think I read somewhere a while back that you only get advantage on your first attack roll - not both.  I did wonder that when packet 2 was released and read 2 weapon fighting how it would work with advantage.  I could be wrong though.

I think the beauty of Wrecan's chart is that you can easily slot the sickle or the chakram in as an alternate or exotic weapon and say it's a throwing axe or whatever.  I guess also the weapon chart could be abstracted to have just close, short, versatile, two handed, reach and have weapon descriptions say what size/handedness the weapon is and what 'family' it belongs to, like so:

Longsword: Versatile Blade
...
Pike: Reach Spear

This would give you all of the information for all your stock standard favourites but also allow people to add their own custom weapons such as:

Sickle: Short Axe 
Great Club: 2 Handed Mace
Katana: Versatile Blade

And the DM can make the call on what it costs.
 
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8 months ago  ::  Oct 09, 2012 - 6:12AM #113
wrecan
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@Gee-Man: Those are good ideas, but I think they are generally worse than existing weapon abilities.  Advantage on damage is not as useful as +50% damage (pikes).  Increased crit range is not as good as auto-crit (axes). And the "Bleed half damage" simply duplicates pike's puncturing.  Giving an attacker adjacent to the target advantage is not as good as the mace's battering.  That leaves sacrificing advantage for a boost to AC, to hit, and damage.  But advantage is generally better than a +1 bonus, so nobody would take it.  

Maybe you lose advantage but impose disadvantage on any targets attacking you.  Call it a "defensive" quality.  Would still require getting rid of throwing knives, which I'l okay with.

@mithrus: Hammers and maces are distinguished because they have traditionally been distinguished in D&D.  I'm not going for realsim -- I'm going for story and I think players choose mace or hammer for different reasons.  Hammer is the dwarven bludgeon of choice.  Maces are considered the holy bludgeon.  I understand it's entirely for legacy reasons, but I think players appreciate the distinction and I'm not reallya ll that concerned for historical accuracy.

Reinhart: If your weapon/armor system doesn't change the basic assumptions of monster/character accuracy, then disadvantage is about a 24% (~5) decrease to a creature's chances to hit. It seems possible that your system might decrease monster accuracy but that probably doesn't alter the overall potency of disadvantage.  Obviously, that's the equivalent of a +5 bonus to AC. Keep in mind though that disadvantage to the enemy's attack generally benefits the entire party, while a bonus to AC helps only the player. Still, the later sometimes has tactical advantages. Something also worth considering is that when accuracy is about 50-60% then disadvantage causes a 40-50% decrease in the expected damage received. 

All good points.  So would you say that giving all attacks against you disadvantage (proposed blade power) is about equal in power to giving one foe disadvantage on all attacks (proposed hammer power)? 

MacEochaid: how this will interact with dual wielding? Can a character with advantage inflict two weapon abilities on someone? 

As it says in the current proposal, only your "primary weapon" counts for powers and inflicting damage. The secondary weapon inflicts d3 damage of that weapon's type.

MacEochaid: Some suggestions for renaming things, for the thrown slashing would a chakram be better since it actually slashes as it is thrown? And how about the close axe being a sickle? And making the francisca/thrown axe into a hatchet? Just feel like it would be a good place for the druid weapon that has no place.

As Gee-Man said, the chakram would be a reflavored fransisca, a sickle could be a reflavored battle axe, and a scythe a reflavored great axe. A hatchet is not actually made for throwing, but a francisca was.  Hatchet throwing is essentially a contest of tossing an improvised thrown weapon. Most hatchet throwing contests are for throws between 10 and 20 feet, which is the range of an improvised thrown weapon.  Now, a tomahawk would be a reflavored fransisca.  But in accordance with D&D tradition, when there are two terms for an item, I usually went with the Euroopean one. Also, a tomahawk is significantly smaller than a hatchet.  A tomahawk weighs about 400 g, while a hatchet weighs about 1000 g.
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8 months ago  ::  Oct 09, 2012 - 6:20AM #114
wrecan
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Of course, this does show me how off my random guesses at weights were.  I think maybe a better weight guide would be:

Thrown: 1 lb.
Close: 2 lbs.
Short: 3 lbs.
Long: 4 lbs.
Great: 6 lbs.
Reach: 8 lbs.
Quiver of 20 arrows/bolts: 3 lbs.
Atlatl/Sling: 2 lb.
Pouch of 20 stones: 3 lbs.

I'll amend the chart when I get the chance. 
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8 months ago  ::  Oct 09, 2012 - 6:34AM #115
Garthanos
Date Joined: Jan 15, 2009
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Oct 9, 2012 -- 6:20AM, wrecan wrote:

Of course, this does show me how off my random guesses at weights were.  I think maybe a better weight guide would be:

Thrown: 1 lb.
Close: 2 lbs.
Short: 3 lbs.
Long: 4 lbs.
Great: 6 lbs.
Reach: 8 lbs.
Quiver of 20 arrows/bolts: 3 lbs.
Atlatl/Sling: 2 lb.
Pouch of 20 stones: 3 lbs.

I'll amend the chart when I get the chance. 




Thats more on target. Course a knights sword and arming sword are short, and a long sword is used two handed and...   

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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8 months ago  ::  Oct 09, 2012 - 7:01AM #116
wrecan
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Oct 9, 2012 -- 6:34AM, Garthanos wrote:

 Course a knights sword and arming sword are short, and a long sword is used two handed and...   



So a knight's sword or arming sword is a reflavored short sword.  And longswords can be used two handed.  They are versatile weapons.  

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8 months ago  ::  Oct 09, 2012 - 7:17AM #117
Garthanos
Date Joined: Jan 15, 2009
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Oct 9, 2012 -- 7:01AM, wrecan wrote:

Oct 9, 2012 -- 6:34AM, Garthanos wrote:

 Course a knights sword and arming sword are short, and a long sword is used two handed and...   



So a knight's sword or arming sword is a reflavored short sword.  And longswords can be used two handed.  They are versatile weapons.  




The D&D longsword just curious became versatile when? In 1e it was just a full on misnomer.

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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8 months ago  ::  Oct 09, 2012 - 7:18AM #118
wrecan
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Oct 9, 2012 -- 7:17AM, Garthanos wrote:

The D&D longsword just curious became versatile when? In 1e it was just a full on misnomer.



4e.

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8 months ago  ::  Oct 09, 2012 - 7:31AM #119
wrecan
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A new issue I spotted.  With two-weapon fighting, you get +1d3 damage of the second weapon's type.  This means there's virtually no benefit of weilding two weapons of the same type.  Which means you won't have dual scimitar wielding drow, or weven people wielding a longsword and dagger.  You'll have combos.  Now, longsword and dirk looks fine, but I think you'll have a lot of longswords and hatchets.  And that's just weird.  

Would it help if the additional die was +1d4 if it's of the same family as the primary weapon?  Is the +.5 hp enough to correct?
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8 months ago  ::  Oct 09, 2012 - 8:06AM #120
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

traditionally the reward is given for wielding a weapon that's a size smaller than the primary and the system pays virtually no attention to what weapon type you're wielding in each hand.



Maybe just give a +1 to hit if you're dual wielding with a close weapon in your off hand?


Edit.. oh yeah damage thing. lol sorry I lost the plot.



1d4 is fine, but I'd reward wielding a smaller off hand weapon 'cause that's the convention D&D has set.

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