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Switch to Forum Live View Wrecan's neato weapon balance thing
8 months ago  ::  Oct 05, 2012 - 11:45AM #31
bawylie
Date Joined: Jun 7, 2008
Posts: 963
On families -

Blades - slashing damage
Blades are balanced and quick, so they don't require the same grip as other weapons. When using a blade in two hands (great weapon or reach) you may also equip a buckler. When fighting with two blades at the same time, you gain a +1 shield bonus to AC (this bonus is +2 if you have two weapon defense). When fighting with a blade in only one hand, attempts to disarm you have disadvantage.

Axes- slashing damage
Axes are brutal weapons. Treat all damage rolls of a 1 or 2 as a 3 instead when attacking with an axe.

Flails- bludgeoning or piercing damage
Flails (and whips) can make grasping attacks (as written). Attacks with flails ignore shield bonuses to AC.

Maces- bludgeoning damage
As written above.

Spears - piercing damage
Spears can be used to make penetrating attacks. Penetrating attacks ignore the defense bonus granted by cover (except for total cover).

Shields
Light - buckler. A buckler is a small shield for personal defense. It can be equipped alongside any bow or cross bow. Because of its small size, use of a buckler does not count as wearing a shield for purposes of protecting/defending others.

Medium shield. A medium shield gives +1 shield bonus to AC and satisfies shield requirements for feats and abilities.

Tower shield. Grants +1 shield bonus to you and adjacent allies. Because of its size and weight, attacks made while using a tower shield do not benefit from the special properties of weapons. For example, if you are wielding a tower shield and a flail, you may not make wrapping attacks.
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8 months ago  ::  Oct 05, 2012 - 11:49AM #32
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,720
A part of me is kind of fond of the idea of all weapons doing the same dice of damage alah old OD&D ... with a bunch Wrecan Style Distinctive Features to make ALL the difference.

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

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8 months ago  ::  Oct 05, 2012 - 1:42PM #33
wrecan
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Reinhart: Am I alone in feeling that tower sheilds and pavice are way too war/seige oriented concepts to really be made so distinct? Isn't the main focus of this system to be for heroes running through caves and forests with three or four comrades, and not on lines of soldiers in formation?

The main focus, sure.  But traditionally, there have been abd can be adventures in which the PCs may want to besiege a castle.  3e had rules for tower shields and I've seen plenty of gammes in which they were used to good effect.

Reinhart: Past that, the scale of these defense bonuses causes havoc with the bounded accuracy system goal.

They don't go farther than +3.  The two-handed and reach shields grant bonuses only where someone uses an entire action to do nothing but shield his allies.


Reinhart: Should owlbears be prevented from attacking knights who hit them with an axe or a spear?

Owlbears are large.  They can't be held at bay.

Reinhart: what is the goal of this mechanic?

To allow reach weapons to do what pole arms were used for: keeping combatants at bay.

Reinhart: counting obstacles is problematic and definitely not going to interact well with Theater of the Mind.

Why?  

Reinhart: it does a great disservice to the great number of players that want their hero to be able to cleave through multiple adjacent enemies with a giant weapon.

Then keep your enemies in front of you. Also, someone should be able to get a specialization that lets them use a favored weapon in close quarters.  That's sort of beyond the mission of this project though.
 

Reinhart: A penalty for attacking adjacent enemies with a spear or flail still seem unwarranted in my opinion, but damage penalties are better tools for this than attack penalties.  After several levels this mechanic will almost cease to matter.

-4 to damage just turns the  reach weapon into a half-handed one.  If the -4 won't matter in a few levels than weapon size doesn't matter either.
 

Reinhart: You'll still need some manner for this to scale with the rest of damage in the system.

It does.  All two-weapon fighting does is offer a second die, so you feel like you're rolling a die for a second weapon, but brings your damage to the same level as when you are two-handed fighting.  It's inherently balanced. 


Reinhart: Or you can just say that for Axes any rolled 1's count as 2's.

I could.  I don't see that way is any better. 


Reinhart: This will give most character near constant damage reduction.

Only if you are near constantly hitting your opponent and that opponent is attacking you with a melee attack.

Reinhart: Let's hope they never introduce metal armor that provides less than +3 AC.

I've reduced the bonus to +1 


Reinhart: Again, 2 damage is going to be inconsequential later in the game.

Again, weapon damage differentiation is equally inconsequential later in the game.  If later in the game, you're relying on weapon differentiation to make your character feel distinct, then the game has other issues.

Reinhart: Somewhat complicated and doesn't scale well since the d20 isn't modified. 

It scales just like all the other mechanics you keep deriding as irrelevant at later levels. 


Reinhart: a better option would be to scrap the specific shield benefits and include a rule that allows shield carrying characters to provide cover for allies

I think I prefer to keep things simple and not have the shield rules dramatically chaneg between large shields and pavaise. 



bawylie: I think you can play with disadvantage a bit: Mace - a mace can deliver a crushing blow. When you attempt to deliver a crushing blow, make an attack with disadvantage, if you hit, treat the hit as a critical hit dealing damage accordingly.

Interesting idea!  I'll think on it.

bawylie: When using a blade in two hands (great weapon or reach) you may also equip a buckler. When fighting with two blades at the same time, you gain a +1 shield bonus to AC (this bonus is +2 if you have two weapon defense).

I think this is more appropriate for a two-weapon Specialty than a basic two-weapon rule.  Also, I'm not sure why we care to encourage people to use two blades instead of a blade and hammer or blade and dirk.

bawylie: When fighting with a blade in only one hand, attempts to disarm you have disadvantage.

I'm really trying to limit how often (dis)advantage is offered.  Advantage bloat is one of the riskiest parts of Next game design.

bawylie: Axes- slashing damage Axes are brutal weapons. Treat all damage rolls of a 1 or 2 as a 3 instead when attacking with an axe.

That makes the hatchet (d4 axe) really potent!

bawylie: Spears - piercing damage Spears can be used to make penetrating attacks. Penetrating attacks ignore the defense bonus granted by cover (except for total cover).

Why do spears ignore low walls?  Can they really pierce a wall?

bawylie: Shields Light - buckler. A buckler is a small shield for personal defense. It can be equipped alongside any bow or cross bow. Because of its small size, use of a buckler does not count as wearing a shield for purposes of protecting/defending others. Medium shield. A medium shield gives +1 shield bonus to AC and satisfies shield requirements for feats and abilities. Tower shield. Grants +1 shield bonus to you and adjacent allies. Because of its size and weight, attacks made while using a tower shield do not benefit from the special properties of weapons. For example, if you are wielding a tower shield and a flail, you may not make wrapping attacks.

I don't think the shield rules need amending at this point.  Though I should mention you can wear a buckle and use bow or crossbow.  I wouldn't allow it for other two-handed weapons.

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8 months ago  ::  Oct 05, 2012 - 1:49PM #34
wrecan
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Oct 5, 2012 -- 9:41AM, bawylie wrote:

Further - I completely understand the concept of handed-ness, but I feel what you're trying for is utility. Handedness itself is useful only so far as it tells you what physically goes where.



I see your point and I do see how "hand" is becoming a confusing term.  I'm not crazy about "use" or "utility" as those are pretty generic.  I'm thinking something like unwieldiness, though I'd want a word that is less, well, unwieldy.  Maybe "heft"?

The categories could be: close (d4), short (d6), long (d8), great (d10), and, of course, thrown (d6) and reach (d12).

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8 months ago  ::  Oct 05, 2012 - 2:24PM #35
AbdulAlhazred
Date Joined: Jan 9, 2009
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Oct 5, 2012 -- 8:29AM, Quidhala wrote:

I think maybe reach needs to be a separate property from handedness. Just as you described whips and flails in your exotic weapon section. How will I categorize my battle yo-yo?

Are we still operating on the assumption that players can change weapons automatically without any kind of action or penalty? If a fighter with a reach weapon has an opponent adjacent to them they can just switch to short sword for an attack without a penalty. I wonder if this system combined with free weapon change will begin a tedious process in combat of "formulaic weapon use"?

People that are experienced with the game will know in this situation use X. Inexperienced players won't know the ideal weapon for each situation and my feel either inadequate or take way too long to decide what to do. 


Actually it is kinda realistic. Swiss pikemen typically carried a heavy knife. If enemy infantry penetrated the pike thicket then they'd pull out the knife and at least they would be able to fight. Of course you have to DROP your polearm to do that, which may be free, but picking it up again probably isn't. At the very least the DM is unlikely to let you get away with a whole lot of dropping and sheathing and unsheathing and etc all in one round. Presumably the combat system will address this in detail when the rules are more polished.

That is not dead which may eternal lie
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8 months ago  ::  Oct 06, 2012 - 1:25AM #36
kadim
Date Joined: Jun 21, 2012
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Oct 5, 2012 -- 1:49PM, wrecan wrote:

The categories could be: close (d4), short (d6), long (d8), great (d10), and, of course, thrown (d6) and reach (d12).


I like these categories. Going with size terms we apply to races can get too confusing and I think this is a good way to do it that avoids ambiguity.

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8 months ago  ::  Oct 06, 2012 - 1:39AM #37
kadim
Date Joined: Jun 21, 2012
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Oct 5, 2012 -- 2:24PM, AbdulAlhazred wrote:

Oct 5, 2012 -- 8:29AM, Quidhala wrote:

I wonder if this system combined with free weapon change will begin a tedious process in combat of "formulaic weapon use"?


People that are experienced with the game will know in this situation use X. Inexperienced players won't know the ideal weapon for each situation and my feel either inadequate or take way too long to decide what to do. 


Actually it is kinda realistic. Swiss pikemen typically carried a heavy knife. If enemy infantry penetrated the pike thicket then they'd pull out the knife and at least they would be able to fight. Of course you have to DROP your polearm to do that, which may be free, but picking it up again probably isn't. At the very least the DM is unlikely to let you get away with a whole lot of dropping and sheathing and unsheathing and etc all in one round. Presumably the combat system will address this in detail when the rules are more polished.



Yeah I don't really mind people switching weapons. In fact the idea tha people would have to be prepared to fight with more than one weapon was one of the reasons I liked what was initially presented.


It also gives a decent advantage to two weapon fighting, because it provides for a means of attack in all situations without penalties.

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8 months ago  ::  Oct 06, 2012 - 6:46AM #38
wrecan
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Okay, I've changed the terminology from "hands" to "length", which I think really cleans up a lot of confusing terminology.  I'll have to change the chart later.

I'm still not crazy with the familial benefits for axes, bows/spears, and maces.  I'm thinking bawylie's "damage disadvantage" idea may be a better way to illustrate the axes' brutality than the turn 1's to 2's trick I was using.  I'm actually thinking all the weapon family tricks might be triggered by choosing to take disadvantage.  That way, if you want to keep things simple, you never have to choose to take disadvantage.  It lets people who want weapon differentiation sit at the table with those who don't and keep things relatively balanced.

Bows/spears really need something better, though, taking disadvantage to pin somebody on a hit, might work fine. And I agree the mace idea is a bit wonky.
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8 months ago  ::  Oct 06, 2012 - 7:08AM #39
wrecan
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Let's take a look at what the familial benefits would be if they all triggered when the player chooses to take disadvantage...  (I've decided the rules for range and thrown weapons should be listed separately in the "length" section.)

Family Benefits

You can only gain the features associated with a weapon's family if you are proficient in the weapon.  In order to gain the benefit of a weapon's familial feature (other than shields and unarmed), you must choose to take disadvantage on the attack roll, and you must not be attacking a creature resistant to the weapon's damage type.  You must roll twice and take the lower result, even if you have advantage from other sources.  This is the one circumstance in which advantage and disadvantage do not cancel one another out.  The feature manifests if the disadvantaged attack is successful.  Here are the rules pertaining to each weapon family:
  • Axe: Weapons in this family are "brutal".  A hit is treated as a critical hit.
  • Blade: Weapons in this family are "deflective".  In addition to the damage inflicted by the attack, a hit means the target takes damage as normal, and the target's next action cannot target you with a melee attack.
  • Bow/Spear: Weapons in these families are "piercing". In addition to the damage inflicted by the attack, the creature you hit is immobilized the target until the end of its next turn, ad long as it is not larger than you.  If you immobilized the target with a melee attack, you may use your next action to maintain the immobilized condition until the end of your next turn. If you immobilized the target with a melee attack and move (or are moved) out of reach of the target, the immobilized condition immediately ends.
  • Crossbow/Pick: Weapons in these families are "puncturing". In addition to the damage inflicted by the attack, the target incurs a -2 to AC until its armor can be repaired. At the DM's discretion, this feature may also apply to creatures that are made of stone or metal (such as some golems), that have exoskeletons (such as giant insects), or that benefit from carapaces (such as turtle dragons). For such creatures, the penealty applies until it it is fully healed of all damage.
  • Flail: Weapons in this family are "grasping". In addition to the damage inflicted by the attack, you grab the target or one of its possessions, if it is not larger than you. A grabbed foe cannot leave your reach, but may, as its action, make an opposed Strength check to escape the grab. While it is grabbed, with a subsequent action, you can engage in an opposed Strength check. If you win, you can either cause the foe to fall prone, move the foe as you move on this turn, or disarm the foe of one object it holds. The disarmed object falls adjacent to the foe.
  • Hammer: Weapons in this family are "battering". In addition to the damage inflicted by the attack, you push the target five feet away from you and knock it prone, unless the target is larger than you.
  • Mace: Weapons in this family are "penetrating". If the unmodified result of the higher of the two dice rolled on the disadvantaged attack is an 18, 19, or 20, you inflict half damage on the opponent.
  • Shield: You may not weild multiple shields. Great shields (great shield) allow you to use an action to transfer your shield bonus to one adjacent creature until the end of your next turn, as long as the creature does not move in the interim. Tower shields (reach shield) extend the AC bonus to creatures adjacent to you if you use your action to wield your shield. As set forth above, bucklers (close) allow you to hold a thrown weapon in that hand.
  • Unarmed: These weapons can always be used in close quarters. In addition, your fist (close unarmed) cannot be disarmed, but a successful fist (close unarmed) attack on any creature with a touch attack (such as most oozes) will also be treated as if the creature had successfuly touched you. A monster's attacks are always considered to be unarmed attacks, unless they are with a weapon. You can wield any weapon with a shorter length than your unarmed weapon.  (Thus, you can wield a close weapon in a hand with a cestus (short unarmed), and cannot wield a close or short weapon in a hand with a gauntlet (long unarmed).)
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8 months ago  ::  Oct 06, 2012 - 7:16AM #40
Sesdun
Date Joined: Sep 7, 2012
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@wercan

I really like the Close Quarters combat rules.

Regarding the 'At Bay' mechanic I feel that the stopping effect happen at the wrong point in the round. It should trigger on enemy movement, not on attacks.
It should also work against a creature one step larger.

I have a houserule that if you advance through the reach area of a reach weapon (polearm), that attacker may make an attack of opportunity. If the attack of opportunity hits then the move is stopped. So if a character stands with a longspear against a bear, 15ft from each other, the bear will have to trigger an attack of oportunity if it wants to move closer than 10tf. If it gets hit by the opportunity attack then it will be stopped at 10ft. This is even if the spearman just goes defensive. Btw, bears are large.. and this is exctly how 'bear spears' were used in hunting, although when the bear got stuck, the spear-but was set against the ground.

Maybe the 'at bay' property should only work with spears and polearms.
A greatsword or a greataxe could definitely trigger on movement in the same way, but have some other effect instead of the stopping, something more fitting to smashing someone with a heavy object.
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