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Dungeons & Dra.. D&D Next General D.. A suggestion to make Weapon choice matter more.
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Switch to Forum Live View A suggestion to make Weapon choice matter more.
5 months ago  ::  Dec 27, 2012 - 8:03PM #11
Jenks
Date Joined: Apr 4, 2008
Posts: 2,497
Any attempt to add more realism/complexity to weapons is always met with mixed reviews. My hopes are high, my expectations low
My two copper.



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5 months ago  ::  Dec 27, 2012 - 11:05PM #12
Staccat0
Date Joined: Jun 15, 2012
Posts: 334

Dec 27, 2012 -- 12:49PM, Mand12 wrote:

Dec 27, 2012 -- 12:45PM, ZaranBlack wrote:

I see no reason for it needing to be fighter only.



This gets said about anything that is proposed to give to fighters.  Eventually you just have to accept it.  Why?

Because fighters.



Eh... I don't care about classes. I've certainly been on the record about being tired of all the whining that people pushing for wizards or fighters to have everything.

My reasoning that it should be a fighter thing, while maybe faulty, did indeed have a why.

You might think it's silly, or just disagree on taste, but to me giving weapon bonuses, NOT in the form of +1s is valuable. Having a measurement of skill with a weapon might be valuable to some players who want their character to have some mastery of certain weapons greater than that of another 5th level dude with the seame weapon and stats. It's certainly an archetype people associate with fighters and it's certainly been in past editions as a fighter thing.
It would be cool to have weapon focus, specialization or mastery, in a form that wasn't just raw bonuses. If other players want it for their class, they can multi-class or buy a feat or something. I don't care.

Applying it across the board, is to me, a boring thing for players to remember and slowly take for granted. At least, that's how I've experienced similar systems in the past. I certainly don't value complexity to meleee attacks personally, and if it was an optional thing for all PCs and NPCs or no characters, I'd probably opt to leave it out in my games. If its a small, cool special thing one dude in the party has, it's probably less likely to gum up the works and slow combat down exponentially or whatever so who cares?

You might disagree, but Its not necessarily for nothing.

Also, when I hear meaneuvers and XD, I don't think all clases. When I hear wepon abilities, I don't think Monks really... so you'll have to forgive me for having tunnell vision on the subject. At the same time, there is a vocal group of people moaning about fighters on these boards all the time, and another group (myself included) who immediately roll their eyes when people want more rules OR versimilitude... So I guess that informs my opinion as well if I'm being honest.

A few guidelines for using the internet:
1. Mentally add "In my opinion" to the end of basically anything someone else says. Of course it's their opinion, they don't need to let you know. You're pretty smart.
2. Assume everyone means everything in the best manner they could mean it. Save yourself some stress and give people the benefit of the doubt. We'll all be happier if we type less emoticons.
3. Don't try to read people's minds. Sometimes people mean exactly what they say. You probably don't know them any better than they know themselves.
4. Let grammar slide. If you understood what they meant, you're good. It's better for your health.
5. Breath. It's just a dumb game.
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5 months ago  ::  Dec 28, 2012 - 1:28AM #13
GEBELL
Date Joined: Jul 8, 2010
Posts: 224
I'm surprised this hasn't been said, but this seems like the perfect sort of thing for a module.
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5 months ago  ::  Dec 28, 2012 - 7:05AM #14
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,540
Obvious problem:
What happens when a particular weapon has no specific maneuvers, or an already-great weapon gets a crazy maneuver?
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5 months ago  ::  Dec 28, 2012 - 7:08AM #15
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,497

Dec 28, 2012 -- 7:05AM, Qmark wrote:

Obvious problem:
What happens when a particular weapon has no specific maneuvers, or an already-great weapon gets a crazy maneuver?




Design has failed.  Since the designers aren't idiots, I wouldn't worry about it.

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5 months ago  ::  Dec 28, 2012 - 7:11AM #16
Zelkon
Date Joined: Oct 30, 2011
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Versitility tends to be better.
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5 months ago  ::  Dec 28, 2012 - 7:14AM #17
Mand12
Date Joined: Jun 17, 2010
Posts: 17,070

Dec 27, 2012 -- 11:05PM, Staccat0 wrote:

My reasoning that it shouldn't be a fighter thing, while maybe faulty, did indeed have a why.

You might think it's silly


It's not about what I think, or even this particular issue.  My point is that there's always a "why" for something to not be fighter only.

Also, bolded for what I assumed you meant based on the prior post - clarification requested.

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5 months ago  ::  Dec 28, 2012 - 7:29AM #18
Arithezoo
Date Joined: Aug 31, 2008
Posts: 3,288
This is a cool idea, but I think you first need to ask: does the fighter need more maneuvers?  And not more as in more possible maneuver, but actually more known maneuvers.

Fighters start with 3 ways to use their dice: damage, parry, and a maneuver.  By level 10 they have 4 more maneuvers (gaining an extra one at 2, 4, 8, and 10).  If you wanted, you could pick up 4 more by spending all your feats in that way.  In fact, the Martial Training feat is even described like this:

"You have undertaken specialized training to be able to do more with your weapon than simply strike at a foe."

In other words: maneuvers already represent weapon tricks.  I don't think it would be a good idea to restrict certain maneuvers to certain weapons.

If someone wants to make a thematic fighter whose maneuvers are tied closely to their chosen weapon, they can do so.  But if another person doesn't want to, it is good that they aren't limited in such a way.
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5 months ago  ::  Dec 28, 2012 - 9:21AM #19
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,540

Dec 28, 2012 -- 7:08AM, Maxperson wrote:

Dec 28, 2012 -- 7:05AM, Qmark wrote:

Obvious problem:
What happens when a particular weapon has no specific maneuvers, or an already-great weapon gets a crazy maneuver?




Design has failed.  Since the designers aren't idiots, I wouldn't worry about it.


Alternately, the concept could be leveraged to provide an actual reason to use a rapier over a shortsword.

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5 months ago  ::  Dec 28, 2012 - 9:24AM #20
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,497

Dec 28, 2012 -- 9:21AM, Qmark wrote:

Dec 28, 2012 -- 7:08AM, Maxperson wrote:

Dec 28, 2012 -- 7:05AM, Qmark wrote:

Obvious problem:
What happens when a particular weapon has no specific maneuvers, or an already-great weapon gets a crazy maneuver?




Design has failed.  Since the designers aren't idiots, I wouldn't worry about it.


Alternately, the concept could be leveraged to provide an actual reason to use a rapier over a shortsword.




I don't know what you are talking about.  Your post was about weapons not having specific maneuvers or already-great weapons having a maneuver that is too strong to be combined with it.  If that happens, design has failed. 

So what does your statement and my response have to do with reasons to use a rapier over a shortsword?

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