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8 months ago ::
Oct 09, 2012 - 8:13AM
#121
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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@kadim: I think you are rewarded for the smaller off-hand weapon. There's no damage benefit to wielding a larger weapon, and this way you have a close weapon ready in case you end up in close quarters. (Wielding two close weapons lets you fight two-weapon in close quarters -- hello, daggermaster thieves!) The only benefit of wielding two large weapons is if they have different properties so you can switch between which is primary wthout too much loss of damage.
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8 months ago ::
Oct 09, 2012 - 8:44AM
#122
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Date Joined:
Jun 21, 2012
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since short weapons take a damage hit at close quarters and can be wielded, there's no inherent reward for it, I don't think. I guess you could cheese the system and designate the close weapon primary, but 1d4 + 1d3 isn't that different from 1d6-1 + 1d3. Since the only dual wield options are short or close weapons, that means picking two short weapons is the same as picking a short and a close weapon, but two close weapons suffer a damage hit overall (1d4+1d3 all the time as opposed to ~1d4+1d3 close and 1d6+1d3 the rest of the time). One thing about at bay that niggles at me is it's strong with a huge drawback, but the weapons in the middle feel underpowered, even if they're not. There's a perceived advantage to at bay that's not matched by anything else, even though the penalty is pretty bad.
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8 months ago ::
Oct 09, 2012 - 8:52AM
#123
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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)?
It should probably be considered equivalent. The main thing that can tip the balance is that the blade's special property increases in overall effectiveness if the entire party is using blades against numerous targets. But that might be compensated for by the fact that hammer power is more useful when the party coordinates against only a few targets.
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8 months ago ::
Oct 09, 2012 - 8:54AM
#124
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Date Joined:
Jun 21, 2012
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wait, did I miss something? I thought the hammers were pushing people around. isn't it maces dishing out disadvantage?
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8 months ago ::
Oct 09, 2012 - 9:20AM
#125
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Oops! Sorry. yeah, I should have written mace instead of hammer!
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8 months ago ::
Oct 09, 2012 - 9:21AM
#126
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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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)?
It should probably be considered equivalent. The main thing that can tip the balance is that the blade's special property increases in overall effectiveness if the entire party is using blades against numerous targets. But that might be compensated for by the fact that hammer power is more useful when the party coordinates against only a few targets.
Great! So it sounds like we've got a decent system brewing finally.
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8 months ago ::
Oct 09, 2012 - 9:38AM
#127
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Date Joined:
Jan 29, 2005
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Oops! Sorry. yeah, I should have written mace instead of hammer!
Except I want the mace option for hammers Pushing is nice and all, but would it be perhaps better to organize the effects based on damage type? So all blunt weapons can pick from the following options, etc?
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8 months ago ::
Oct 09, 2012 - 9:40AM
#128
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Date Joined:
Jan 15, 2009
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Oops! Sorry. yeah, I should have written mace instead of hammer!
Except I want the mace option for hammers Pushing is nice and all, but would it be perhaps better to organize the effects based on damage type? So all blunt weapons can pick from the following options, etc?
I am certainly for that to me the difference would indeed be how you use it.
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8 months ago ::
Oct 09, 2012 - 9:59AM
#129
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Except I want the mace option for hammers Pushing is nice and all, but would it be perhaps better to organize the effects based on damage type?
It doesn't make sense that you could have one warhammer that is battering and another warhammer that is penetrating. My advice would be to ask your DM to let you reflavor a hammer as a mace. And my proposal (post 3) gives you very cdetailed rules about crafting your own weapon, including an example of a weapon (rapier) belonging to one family (blade) and yet having the weapon property of a different family (spear).
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8 months ago ::
Oct 09, 2012 - 11:17AM
#130
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Date Joined:
Jun 21, 2012
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Actually, this could be getting bigger than the weapons. If you separated the funky abilities from weapon family and then grouped them by damage type, that increases the options in combat a great deal and frees us from some of the inconsistency (like the difference between a hammer and a mace).
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