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8 months ago ::
Oct 11, 2012 - 4:11PM
#21
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Date Joined:
Aug 17, 2007
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There is sort of a problem about basing an ability you are going to be able to use at level 1 and at level 20 or 30 on a base +1/-1 or +2/-2.
At level one, those modifiers can seem like a fairly substantial swing. Well, they are...
Regardless of one's level, a +1 or -1 is the equivalent of a +5% or -5% chance to hit any particular thing. As you get high level, you get plenty of +1 bonuses from various sources-- increased attributes, BAB, magical equipment, often utilized spells, etc. Once one has a +20 to hit, a +1 or -1 seems to reduce in importance... except that your equally-leveled challenges have been increasing AC at the same rate. So, in the end, the +1 or -1 still equals out to a 5% difference either way.
Now, how about damage? Well, if you are rolling a d8 then your average damage is 4. A +1 is basically a 25% increase in your damage. If you are playing a character with a maximum strength (18 unless you are an orc or something) then you roll 1d8+4. Your average damage is 8. A +1 increases your damage by 12.5%-- still a much larger difference than the 5% you are losing. This also means a strong character really gains only half the benefit a weak character would from this.
But what about when you get to higher levels? Once your get your +3 magical weapon that deals an extra +1d6 fire damage, once you have features or skills that give you a +2 to your overall damage, once your increase your strength to 20? Okay, then you are rolling 1d8+10. Your average damage is 17. Surprisingly enough a +1 increase is still a +5.8% increase in your damage which means you are still gaining more than you are losing, but it is no where near the shift it used to be. And it certainly won't make up for the fact that you could be wielding a shield or second weapon in that hand instead.
Aren't we talking about 5th edition, though, where a +20 to hit isn't going to happen, while damage can get boosted rapidly?
'That's just, like, your opinion, man.'
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8 months ago ::
Oct 11, 2012 - 4:20PM
#22
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Date Joined:
Apr 23, 2005
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I just used 3rd/4th edition math. Maybe if you work it out using 5th edition math you'll come up with different numbers. I'll be surprised if they are wildly different though.
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8 months ago ::
Oct 11, 2012 - 7:57PM
#23
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Date Joined:
Jan 23, 2012
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In the case of the long sword the second hand offers no benifit and in fact hinders your range of motion.
I guess you never grasped a longsword then?
Or a baseball bat, for that matter.
Quoting both so I can reply to each thing in one post. It's a two-fer! :-)
Anyway, first: well, depends on what your definition of "longsword" is, I suppose. What D&D calls a longsword isn't.
As for the baseball bat - very, very different swing. Try a baseball bat swing with a sword sometime against a competent swordsman and watch how fast you get "killed." Or, depending on the group, kicked out of the list for being exceptionally unsafe. In any event, swinging a baseball bat and swinging a sword are two different things (as is, say, swinging a baseball bat and a golf club, for instance - just because something can be swung with both hands doesn't mean it's the same style of swing).
For those confused on how DDN's modular rules might work, this may provide some insight: http://www.tor.com/blogs/2012/11/the-world-of-darkness-shines-when-it-abandons-canon
@mikemearls: Uhhh... do you really not see all the 3e/4e that's basically the entire core system?
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8 months ago ::
Oct 12, 2012 - 7:22AM
#24
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Date Joined:
Jan 10, 2012
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The rule from 2e was that if you used a single handed weapon two-handed you could add +1 damage. Of course, you needed the two hander style specialization for that.
I agree, that two handed weapons already have extra damage factored into the damage dice. But if that's the case then Bastard swords should have two handed damage and single handed damage listed.
The main reason 3e added extra damage to using two handed weapons was to help balance out duel wielding. In 5e your damage is cut in half if you use two weapons so such a rule isn't required.
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8 months ago ::
Oct 12, 2012 - 7:24AM
#25
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Date Joined:
Nov 19, 2007
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I agree, that two handed weapons have extra damage factored into the damage dice. But if that's the case then Bastard swords should have two handed damage and single handed damage listed.
Yes, it should. Likewise, any other weapon that can be used with one or two hands.
In memory of wrecan and his Unearthed Wrecana.5e should strongly stay away from "I don't like it, so you can't have it either."
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8 months ago ::
Oct 12, 2012 - 7:26AM
#26
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The rule from 2e was that if you used a single handed weapon two-handed you could add +1 damage. Of course, you needed the two hander style specialization for that.
I agree, that two handed weapons have extra damage factored into the damage dice. But if that's the case then Bastard swords should have two handed damage and single handed damage listed.
The bastard sword used to be 1 or 2 handed. Seems like when they made it just 2-handed, they forgot to bump the die.
I would hardly call things refined at this point.
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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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8 months ago ::
Oct 12, 2012 - 2:09PM
#27
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I really like the system they have in place now. As it is right now, using a 1 handed weapon allows using a shield. Take Longsword vs Greatsword, you exchange 1 extra damage for 1 extra AC. While not PERFECTLY balanced, it's still much preferable to granting 1.5x str mod and having 2h weapons dominate everything.
My two copper.
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8 months ago ::
Oct 12, 2012 - 2:33PM
#28
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Date Joined:
Feb 19, 2009
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I'm in favour of allowing characters swinging a one handed martial weapon with two hands to bump up one damage die size
...and take Disadvantage on the attack because the weapon isn't balanced for that.
If you are already at Disadvantage, or very confident of your chance to hit, it's worth it. Otherwise not so much. And you don't have to juggle +1/-2/+1 blah blah, which this edition is trying hard to avoid.
(And it benefits stronger/higher level characters more, because they are more likely to be able to hit even with Disadvantage.)
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8 months ago ::
Oct 12, 2012 - 3:55PM
#29
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Date Joined:
Jan 21, 2004
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Surely 2h style will just be a fighter option or rather a series of options in a suggested package?
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8 months ago ::
Oct 12, 2012 - 5:02PM
#30
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Date Joined:
May 22, 2003
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I'm in favour of allowing characters swinging a one handed martial weapon with two hands to bump up one damage die size
...and take Disadvantage on the attack because the weapon isn't balanced for that.
If you are already at Disadvantage, or very confident of your chance to hit, it's worth it. Otherwise not so much. And you don't have to juggle +1/-2/+1 blah blah, which this edition is trying hard to avoid.
(And it benefits stronger/higher level characters more, because they are more likely to be able to hit even with Disadvantage.)
I really like this! 
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