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Dungeons & Dra.. Playtest Packet Di.. Strength has lost its strength, longswords are...
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Switch to Forum Live View Strength has lost its strength, longswords are worthless
5 months ago  ::  Dec 23, 2012 - 3:57AM #31
Landale3
Date Joined: Feb 26, 2010
Posts: 110
No, the maximum is still 20.  The character creation guide mentions no character can start with a score higher than 20 after adjustments (page 2), and later says that you cannot use your ability score increases when leveling to go higher than 20 (page 5). 

Perhaps in the future magic items (or spells) will modify stats to go above 20, but I imagine they are trying to keep "natural" ability scores maxed at 20. 
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5 months ago  ::  Dec 23, 2012 - 12:56PM #32
Ishurval
Date Joined: Nov 17, 2012
Posts: 40
I think finesse weapons should deal less damage as well, simply because they are a more versatile option.  That, or there needs to be some other sort of trade-off.  Why, as a fighter, would I use a longsword instead of a scimitar or rapier other than the cheaper cost?  I'm not sure crit threat and such is the way to approach this with such a generic system, but there should be some advantage to the non-finesse weapons other than simply being cheaper to buy, which is inconsequential after character creation.

P.S. Thanks for making a katana two-handed.  I still won't allow them in a campaign without heavy oriental elements, but it's good to see the stats on 'em changed.  I cringed at the idea of every rapscallion running around with a superbly-crafted blade.  I've always treated all katana as masterwork weapons.  I think that's from 3rd edition someplace, but it made sense to me.
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5 months ago  ::  Dec 23, 2012 - 2:05PM #33
BendBarsLiftGates
Date Joined: Aug 27, 2009
Posts: 500

Dec 23, 2012 -- 12:56PM, Ishurval wrote:

I've always treated all katana as masterwork weapons.  I think that's from 3rd edition someplace, but it made sense to me.



That's from the 3e DMG. It suggests that DMs treat katanas as masterwork bastard swords.

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5 months ago  ::  Dec 23, 2012 - 2:52PM #34
Molecule
Date Joined: Jan 15, 2009
Posts: 1,962

Dec 22, 2012 -- 11:25PM, Chaosmancer wrote:

How does that character get a +6 dex mod, as far as I knew abilities capped at 20 meaning that +5 is as high as they can get. Am I missing some new rule that allows us to exceed that limit?




Ah, whoops.  I saw the rule that says you can't START with a stat above 20 but missed the one that said you can't IMPROVE a stat past 20.  My mistake.

<Ioun> they're apparently making a MolIsCool pp
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5 months ago  ::  Dec 23, 2012 - 3:36PM #35
Orzel
Date Joined: Aug 22, 2007
Posts: 3,229
Bump the one handed and two handed normal nonfinesse martial weapons up a die.

Longsword, Batteaxe, Trident, Warhammer, War Pick, Flail 1d10
Greatsword, Great Axe, Maul 2d6
Bastardsword 1d8/1d10
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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5 months ago  ::  Dec 25, 2012 - 5:48AM #36
lok_soldier
Date Joined: Jul 29, 2012
Posts: 85
Make nonmagical finesse weapons deal no damage on a normal hit against someone wearing any kind of heavy armor, and normal damage if a critical hit is scored. Against magic finesse weapons, any kind of heavy armor (magical or otherwise) provides resistance only on a normal hit (critical hits still deal full normal damage). Nothing else needs to be changed.
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5 months ago  ::  Dec 25, 2012 - 12:28PM #37
CVB
Date Joined: Aug 11, 2006
Posts: 804

Dec 25, 2012 -- 5:48AM, lok_soldier wrote:

Make nonmagical finesse weapons deal no damage on a normal hit against someone wearing any kind of heavy armor, and normal damage if a critical hit is scored. Against magic finesse weapons, any kind of heavy armor (magical or otherwise) provides resistance only on a normal hit (critical hits still deal full normal damage). Nothing else needs to be changed.



This works for AC styled defenses.  It's might be a bit much, but I like it.

Only issue I have is the 'all or nothing' aspect to it.  Which is a problem with AC in general.

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5 months ago  ::  Dec 25, 2012 - 12:43PM #38
Molecule
Date Joined: Jan 15, 2009
Posts: 1,962
That would make finesse weapons way, way weaker than they ought to be.  It also doesn't necessarily make that much sense, since in certain situations it's actually easier to do damage to someone in heavy armor with a dagger than with an axe.
<Ioun> they're apparently making a MolIsCool pp
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5 months ago  ::  Dec 25, 2012 - 1:18PM #39
CVB
Date Joined: Aug 11, 2006
Posts: 804

Dec 25, 2012 -- 12:43PM, Molecule wrote:

That would make finesse weapons way, way weaker than they ought to be.  It also doesn't necessarily make that much sense, since in certain situations it's actually easier to do damage to someone in heavy armor with a dagger than with an axe.



No.  It's not.  To kill with a dagger (Or more accurately a stilleto type spike) you have to stick in a joint or a vulnerable spot.  A Critical.  And even then, you're going to be bleeding out slowly comparatively.

But an Axe?  You can concuss your opponent to death without penetrating the armour.

It's actually more accurate than you think.

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5 months ago  ::  Dec 25, 2012 - 1:33PM #40
Kraydak
Date Joined: Jun 2, 2004
Posts: 102
It is worth noting that with the current implementation of Gauntlets of Ogre Power and especially Belts of Giant Strength (+9 from stat!), you should always start as a Dex fighter, and swap over if you find a strength booster.  No wasted stat points that way, and better ranged ability.
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