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6 months ago ::
Jan 05, 2013 - 6:27PM
#11
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Date Joined:
Apr 14, 2004
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Historically, different weapons were developed for different purposes, none of which was to be "swung around in circles".
I'd like to see some manuvers/feats based on weapon/damage types. I think this'd go a LONG way in making the weapons feel different and give a reason to not JUST pick the one that does the most damage.
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6 months ago ::
Jan 05, 2013 - 6:33PM
#12
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I'd like to see some manuvers/feats based on weapon/damage types. I think this'd go a LONG way in making the weapons feel different and give a reason to not JUST pick the one that does the most damage.
I like this as well, although I think I would extend it to include armor types as well. It might help to incentivize wearing certain types of armor. For instance, if you created "A" manuevers that were usable by Light Armor wearers and "B" manuevers that were available to Heavy Armor users, maybe Mediunm Armor folks have access to A & B type Manuevers.
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6 months ago ::
Jan 05, 2013 - 7:23PM
#13
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Date Joined:
Jun 22, 2012
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Historically, different weapons were developed for different purposes, none of which was to be "swung around in circles".
I'd like to see some manuvers/feats based on weapon/damage types. I think this'd go a LONG way in making the weapons feel different and give a reason to not JUST pick the one that does the most damage.
shield smash: while wielding a two handed weapon, make an attack. if the attack hits the targets AC roll as many martial damage dice you like. if the total result beats the targets shield's hardness, the shield is destroyed.
just an example :P
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