I’ve changed my mind about a few things. The biggest thing is that I’ve now been swayed into restoring simple weapons, which is where slings and bludgeons now live. I’ve also added a few thrown weapons that don’t require the feat to create and reduced the range of ranged weapons. I removed backlash due to concern over it, and I’ve given flails brutal; this also means that I’ve gotten rid of picks altogether. Finally, I’ve added shields as a weapon group, inspired by Wrecan.
Elements in orange have been changed since the previous version.
Elements in blue have been added since the previous version.
Simple Weapons
Type | Range | Damage | Properties |
Improvised Melee | |||
Off-Hand Melee | 1 | 1d4 | — |
Main-Hand Melee | 1 | 1d6 | — |
Two-Hand Melee | 1 | 1d8 | — |
Bludgeons | |||
Off-Hand Bludgeon | 1 | 1d6 | — |
Main-Hand Bludgeon | 1 | 1d8 | — |
Two-Hand Bludgeon | 1 | 1d10 | — |
Improvised Thrown | |||
Off-Hand Thrown | 5 | 1d4 | Load draw |
Main-Hand Thrown | 3 | 1d6 | Load draw |
Two-Hand Thrown | 2 | 1d8 | Load draw |
Improvised Ranged | |||
One-Hand Ranged | 7 | 1d4 | Load move |
Light Ranged | 10 | 1d6 | Load move |
Heavy Ranged | 10 | 1d8 | Load move |
Slings | |||
One-Hand Sling | 7 | 1d6 | Load minor |
Light Sling | 10 | 1d8 | Load minor |
Heavy Sling | 10 | 1d10 | Load minor |
Advanced Melee Weapons
Type | Range | Damage | Properties |
Axes | |||
Off-Hand Axe | 1 | 1d6 | High crit |
Main-Hand Axe | 1 | 1d8 | High crit |
Two-Hand Axe | 1 | 1d10 | High crit |
Reach Axe | 2 | 1d8 | High crit |
Blades | |||
Off-Hand Light Blade | 1 | 1d4 | Accurate 2 |
Off-Hand Heavy Blade | 1 | 1d6 | Accurate 1 |
Main-Hand Light Blade | 1 | 1d6 | Accurate 2 |
Main-Hand Heavy Blade | 1 | 1d8 | Accurate 1 |
Two-Hand Blade | 1 | 1d10 | Accurate 1 |
Reach Blade | 2 | 1d8 | Accurate 1 |
Flails | |||
Off-Hand Flail | 1 | 1d6 | Brutal 2 |
Main-Hand Flail | 1 | 1d8 | Brutal 2 |
Two-Hand Flail | 1 | 1d10 | Brutal 2 |
Reach Flail | 2 | 1d8 | Brutal 2 |
Hammers | |||
Off-Hand Hammer | 1 | 1d8 | — |
Main-Hand Hammer | 1 | 1d10 | — |
Two-Hand Hammer | 1 | 1d12 | — |
Reach Hammer | 2 | 1d10 | — |
Spears | |||
Off-Hand Spear | 1 | 1d6 | Defensive 1 |
Main-Hand Spear | 1 | 1d8 | Defensive 1 |
Two-Hand Spear | 1 | 1d10 | Defensive 1 |
Reach Spear | 2 | 1d8 | Defensive 1 |
Shields | |||
Off-Hand Shield | 1 | 1d4 | Shielding 1 |
Main-Hand Shield | 1 | 1d6 | Shielding 2 |
Two-Hand Shield | 1 | 1d8 | Shielding 3 |
Reach Shield | 2 | 1d6 | Shielding 3 |
Advanced Thrown Weapons
Type | Range | Damage | Properties | |
Off-Hand | ||||
Off-Hand Thrown Axe | 5 | 1d6 | High crit, Load draw | |
Off-Hand Thrown Blade | 5 | 1d4 | Accurate 2, Load draw | |
Off-Hand Thrown Flail | 5 | 1d6 | Brutal 2, Load draw | |
Off-Hand Thrown Hammer | 5 | 1d8 | Load draw | |
Off-Hand Thrown Spear | 7 | 1d6 | Load draw | |
Main-Hand | ||||
Main-Hand Thrown Spear | 5 | 1d8 | Load draw | |
Advanced Ranged Weapons
Type | Range | Damage | Properties |
Bows | |||
Light Bow | 10 | 1d8 | Accurate 1, Load minor |
Heavy Bow | 10 | 1d10 | Accurate 1, Load minor |
Crossbows | |||
One-Hand Crossbow | 7 | 1d8 | Load minor |
Light Crossbow | 10 | 1d10 | Load minor |
Heavy Crossbow | 10 | 1d12 | Load minor |
Firearms | |||
One-Hand Firearm | 7 | 1d6 | Brutal 1, High crit, Load move |
Light Firearm | 10 | 1d8 | Brutal 1, High crit, Load move |
Heavy Firearm | 10 | 1d10 | Brutal 1, High crit, Load move |
Weapon Properties
Accurate: You add the specified number to your attack rolls.
Brutal: You reroll any damage dice that display the specified number or less.
Defensive: You add the specified number to your (AC and) Reflex defence(s).
High crit: When you score a critical hit, you deal 1[W] extra damage per tier.
Load: You must spend the specified action to reload your ranged weapon after firing it before you can attack with it again. Powers than allow you to make multiple attacks with the same action take this extra time into account with Load free, Load minor, and Load draw weapons, but Load move weapons must be primed with a move action first.
Shielding: When you are hit by a melee or ranged attack, you can reduce the damage taken by the specified number per tier. A reach shield can reduce damage taken to an adjacent ally.
Brutal
Though it wasn’t noted in the response I got, I thought that perhaps I should explain why weapons are getting Brutal 2 rather than 1. It comes down to math; if you have a weapon that deal 1d8, your average damage on a hit will be 4.5, and if the weapon deals 1d6, the average damage will be 3.5. Adding Brutal 1 to a weapon raises its minimum possible result by 1, which in turn raises its average damage by 0.5. When you go up or down die step, such as a change from 1d8 to 1d6, the average damage has changed by 1, because the maximum result changes by 2 and each one alters the average by 0.5. What this means is that a 1d6 Brutal 1 weapon has an average damage of 4, a 1d6 Brutal 2 weapon has an average of 4.5, and a 1d8 weapon has an average damage of 4.5. So, by giving reducing the damage a die size and giving the weapon Brutal 2 I maintain the average damage, so the choice you make is between a higher potential maximum with the 1d8 weapon and a more steady stream of damage with the 1d6 Brutal 2 weapon. The benefit of brutal is that you get rid of the lowest results, but you also lose the highest results because of the smaller die size.
Feats
The feats are mostly unaltered in this version, except that Throwing Balance would be renamed Thrown Weapon and would become part of the Weapon category of feats, thus restricting you from stacking it with the other feats. I suppose you could remove that restriction from all of the feats, but that opens you up to potentially uncontrolled horror.
Let’s Get Rid of Load
Another possible course of action, as suggested by Wrecan in his recent blog post, is that one could get rid of the load property altogether, effectively making all ranged weapons Load free, and simplifying the use of ranged weapons. The only weapon group that change would really affect would be firearms. So there are three options: firearms can do less damage and hold onto both Brutal and High crit; they can lose High crit; or they can lose Brutal. Alternatively you could just remove firearms altogether, but I think that leaves ranged weapons a little bit sparse.
Type | Range | Damage | Properties |
Option 1 | |||
One-Hand Firearm | 7 | 1d4 | Brutal 1, High crit |
Light Firearm | 10 | 1d6 | Brutal 1, High crit |
Heavy Firearm | 10 | 1d8 | Brutal 1, High crit |
Option 2 | |||
One-Hand Firearm | 7 | 1d6 | Brutal 2 |
Light Firearm | 10 | 1d8 | Brutal 2 |
Heavy Firearm | 10 | 1d10 | Brutal 2 |
Option 3 | |||
One-Hand Firearm | 7 | 1d6 | High crit |
Light Firearm | 10 | 1d8 | High crit |
Heavy Firearm | 10 | 1d10 | High crit |
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