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 Post subject: Elite Weapons
PostPosted: Mon Jun 13, 2016 1:25 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4656
New Feat

Elite Weapon Proficiency
-------------------------------------------------
You have mastered the use of an elite weapon.
-Increase your Strength score by 1, to a maximum of 20.
- You may ignore the unwieldy property on one weapon of your choice. A Small creature can instead ignore the heavy property on one weapon of their choice.

New Weapon Property
Unwieldy. Medium creatures have disadvantage on attack rolls with unwieldy weapons. An unwieldy weapon’s size and bulk make it too large for a Medium creature to use effectively. A one handed unwieldy weapon can be wielded in two hands as though it did not possess this quality. If the weapon table shows “Str X” in the Property column for an elite weapon, the weapon can be wielded without penalty if the wearer has a Strength score equal to or higher than the listed score.


Mercurial Weapons
These weapons hide a secret reservoir of quicksilver (also called mercury by alchemists) that runs along the interior of the weapon in a slender channel. When the blade is vertical, the mercury swiftly fills an interior bulb in the haft, but when swung, the heavy liquid flows out into the blade or head, making it heavier. Any weapon can be made mercurial, but gains the unwieldy property. A mercurial weapon with the unwieldy property inherent (such as a fullblade) suffers extreme disadvantage (roll 3d20, take lowest) on attack rolls. Even in proficient hands, it suffers disadvantage.
A mercurial weapon deals maximum damage. A mercurial weapon costs 50x the price of a normal weapon of its type.


Martial Melee Weapons
Weapon___________Price___Damage________Weight___Properties
******* sword.........30 gp...1d10 slashing.......5 lbs.....heavy, unwieldy (19 Str)
Fullblade..............100 gp...2d8 slashing.......12 lbs.....heavy, two-handed, unwieldy (21 Str)
Giant Axe...............60 gp...2d8 slashing.......14 lbs.....heavy, two-handed, unwieldy (21 Str)
Great Maul.............30 gp...2d8 bludgeoning..20 lbs.....heavy, two-handed, unwieldy (21 Str)
Waraxe..................20 gp...1d10 slashing.......8 lbs.....heavy, unwieldy (19 Str)
Warmace...............30 gp...1d10 bludgeoning..8 lbs.....heavy, unwieldy (19 Str)


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 Post subject: Re: Elite Weapons
PostPosted: Mon Jun 13, 2016 1:42 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
Concerning "extreme disadvantage", I am not uncomfortable with the notion that a mercurial fullblade is simply too slow and unwieldy to make a successful attack roll against anything that isn't immobile.

As an alternative, perhaps such things as this could simply force disadvantage AND restrict the wielder to no more than one attack per round (and also cannot make reactions with the weapon)? That's how I would run it if I were to introduce this into my game (and I just might!!!)

Otherwise this is pretty cool. Weapons seem fine: in a world where a wizard can cast meteor swarm I don't think Valian fighting with a pair of ******* swords will be gamebreaking.

You should add two reach weapons: a super glaive and a super pike.


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 Post subject: Re: Elite Weapons
PostPosted: Mon Jun 13, 2016 2:21 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4656
Well, a mecurial fullblade would not have disadvantage if you had the feat and 21 strength. If you only had one of those you would suffer normal disadvantage. And lacking both, you are attempting to swing around a shifting weight that is the size of a large lamp and weighs as much as a small child.

If you restrict attacks, these perversely become rogue and bard or spellcaster weapons.


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 Post subject: Re: Elite Weapons
PostPosted: Mon Jun 13, 2016 2:26 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
If bards and spellcasters want to ruin their ability to be effective in combat by hefting giant hunks of metal that's on them.

Though maybe negating the ability to use it at all would make more sense.


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 Post subject: Re: Elite Weapons
PostPosted: Mon Jun 13, 2016 3:14 pm 
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If you are proposing the restricted to one attack limitation solely for those who are lacking both feat and Str requirement, then I have no issue with that restriction. If you are proposing it as a standard for the unwieldy weapons and/or mercurial unwieldy weapons, I'm against that because it is no imposition at all to those who lack extra attacks.


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 Post subject: Re: Elite Weapons
PostPosted: Mon Jun 13, 2016 3:28 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
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Quote:
You should add two reach weapons: a super glaive and a super pike.


Greatspear 25 gp 1d12 piercing 8 lbs, heavy, reach, two-handed, unwieldy (19 Str)
Lucerne hammer 20 gp 1d10 bludgeoning, 7 lbs, heavy reach, two-handed
Martel de fer 20 gp 1d12 bludgeoning, 10 lbs, heavy reach, two-handed, unwieldy (21 Str)
Svärdstav 40 gp 1d12 slashing 8 lbs, heavy, reach, two-handed, unwieldy (19 Str)
Kontos 10 gp 1d10 piercing 20 lbs, heavy, reach (15 ft.), two-handed, unwieldy (21 Str)
Greatbow 100 gp 1d10 piercing 3 lbs, ammunition (range 200/800), heavy, two-handed, unwieldy (19 Str)
Warbow 150 gp 1d12 piercing 3 lbs, ammunition (range 250/1000), heavy, two-handed, unwieldy (21 Str)


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 Post subject: Re: Elite Weapons
PostPosted: Wed Jul 20, 2016 1:39 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4656
New Feat

Elite Weapon Proficiency
-------------------------------------------------
You have mastered the use of an elite weapon.
-Increase your Strength score by 1, to a maximum of 20.
- You may ignore the unwieldy property on one weapon of your choice. A Small creature can instead ignore the heavy property on one weapon of their choice.

New Weapon Property
Unwieldy. Medium creatures have disadvantage on attack rolls with unwieldy weapons. An unwieldy weapon’s size and bulk make it too large for a Medium creature to use effectively. A one handed unwieldy weapon can be wielded in two hands as though it did not possess this quality. If the weapon table shows “Str X” in the Property column for an elite weapon, the weapon can be wielded without penalty if the wearer has a Strength score equal to or higher than the listed score.

Mastercraft Weapons
These weapons are crafted at the pinnacle of the art, and possess a +1 bonus to attack. These should be treated like magical items for rarity. Many mastercraft weapons were created by long dead dwarven and elven smiths, and their techniques are lost today.

Mercurial Weapons
These weapons hide a secret reservoir of quicksilver (also called mercury by alchemists) that runs along the interior of the weapon in a slender channel. When the blade is vertical, the mercury swiftly fills an interior bulb in the haft, but when swung, the heavy liquid flows out into the blade or head, making it heavier. Any weapon can be made mercurial, but gains the unwieldy property. A mercurial weapon with the unwieldy property inherent (such as a fullblade) suffers extreme disadvantage (roll 3d20, take lowest) on attack rolls. Even in proficient hands, it suffers disadvantage.
A mercurial weapon deals maximum damage. A mercurial weapon costs 50x the price of a normal weapon of its type.

Martial Melee Weapons
Weapon___________Price___Damage________Weight___Properties
******* sword.........30 gp...1d10 slashing.......5 lbs.....heavy, unwieldy (19 Str)
Fullblade..............100 gp...2d8 slashing.......12 lbs.....heavy, two-handed, unwieldy (21 Str)
Giant Axe...............60 gp...2d8 slashing.......14 lbs.....heavy, two-handed, unwieldy (21 Str)
Great Maul.............30 gp....2d8 bludgeoning..20 lbs.....heavy, two-handed, unwieldy (21 Str)
Greatspear..............25 gp...1d12 piercing.......8 lbs.....heavy, reach, two-handed, unwieldy (19 Str)
Kontos...................10 gp...1d10 piercing......20 lbs.....heavy, reach (15 ft.), two-handed, unwieldy (21 Str)
Lucerne hammer.......20 gp...1d10 bludgeoning..7 lbs.....heavy, reach, two-handed
Martel de fer............20 gp...1d12 bludgeoning.10 lbs.....heavy, reach, two-handed, unwieldy (21 Str)
Svärdstav..............100 gp...1d12 slashing.......8 lbs.....heavy, reach, two-handed, unwieldy (19 Str)
Waraxe..................20 gp...1d10 slashing.......8 lbs.....heavy, unwieldy (19 Str)
Warmace................30 gp...1d10 bludgeoning..8 lbs.....heavy, unwieldy (19 Str)
Greatbow..............100 gp...1d10 piercing.......3 lbs.....ammunition (range 200/800), heavy, two-handed, unwieldy (19 Str)
Warbow................150 gp...1d10 piercing.......3 lbs.....ammunition (range 250/1000), heavy, two-handed, unwieldy (21 Str)


New Feat

Cumbersome Armor Proficiency
-------------------------------------------------
You have mastered the wear of cumbersome armor.
-Increase your Strength score by 1, to a maximum of 20.
- You may ignore the cumbersome property on armor.

New Armor Property
Cumbersome. Creatures have disadvantage on attack rolls while wearing cumbersome armor. Their speed is reduced by an additional 10 feet (minimum 5 ft.), and they possess disadvantage on all ability checks using a physical ability score.

Medium
Field Plate 1,700 gp AC 17+Dex (max 2) Str 17 45 lb., cumbersome, stealth disadvantage

Heavy
Stone 2,000 gp AC 19 Str 21 100 lb., cumbersome, stealth disadvantage
War Plate 2,500 gp AC 20 Str 19 70 lb., cumbersome, stealth disadvantage


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 Post subject: Re: Elite Weapons
PostPosted: Wed Jul 20, 2016 2:32 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
Neat.


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 Post subject: Re: Elite Weapons
PostPosted: Sun Sep 25, 2016 10:48 am 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4656
Technology Levels

DnD assumes a certain level of technological advancement that spans from the early medieval period to the Renaissance. For cultures that sit outside that range, the following suggestions are made.

1. If a weapon is at a higher technology level than the armor it is attacking, it gains advantage on the attack roll.
2. If a weapon is at a lower technology level that the armor it is attacking, it gains disadvantage on the attack roll.
3. Magic armors are always considered to be at a minimum, on par with the weapon it is attacking.
4. Magic weapons are always considered to be at a minimum, on par with the armor it is attacking.

Level 1: Stone Age
Level 2: Bronze Age
Level 3: Iron Age (assumed DnD level)
Level 4: Industrial Age
Level 5: Modern Age (assumed d20 Modern level)
Level 6: Fusion Age
Level 7: Gravity Age
Level 8: Energy Age


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