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27

According to a regular in Gygax and Arneson's early Blackmoor and Greyhawk games, the cleric was largely draw from the priests in 70s vampire movies, with the prohibition against edged weapons inspired by legends and fantasy fiction: Ahem. I was there. In CHAINMAIL there were wizards that functioned as artillery. Then there was Dave Arneson's ...


27

It depends on intention and synergy from feats. Looking at only the weapons themselves, the Execution Axe has a .075 DPR increase over the Mordenkrad. That's not much. Considering common magical items and feats, the Gouge is best from a whole-character point of view. First, let's look at the superior weapons available to us that are two-handed and ...


22

General advice for any issue with a trouble player is to talk with them and clearly explain the trouble that you are facing. You should definitely explain the problems you are having with trying to keep track of all the custom stuff and see if the two of you can find a solution. However since this is a question specifically about Savage Worlds, I figured I'd ...


19

Limited to +1, overridden by magic bonuses. Masterwork weapons have a +1 enhancement bonus to hit (but not to damage) because they are well-crafted. Magic bonuses to weapons are enhancement bonuses (which apply to both hit and damage rolls) as well. Because they both have the "enhancement" descriptor, these bonuses to hit do not stack with each other. All ...


19

Pricing OK, so there are basically three costs being added together here: Base cost of the Elven Thinblade: 100 gp Masterwork cost (prerequisite for any magic weapon): 300 gp +2-equivalent cost (+1 keen, as keen is a +1-equivalent): 22×2,000=8,000 gp Total is 8,400 gp: outside of your budget. A +1 thinblade would be 12×2,000+300+100 = 2,400 ...


18

There's an interesting item in the Wikipedia article Sources and influences on the development of Dungeons & Dragons about Clerics. Quoting from an old Dragon Magazine article it states: The cleric is largely inspired by folklore of the medieval cleric of Templar.[13] Like the Templars described in White's The Once and Future King, clerics in ...


17

There are weapons that give a bonus to AC. Off the top of my head, the parrying dagger and most of the double weapons have the defensive property, which gives you +1 AC for wielding them with another weapon in your other hand (or wielding them in both hands, in the case of the double weapons). There are also feats that give you an AC bonus for certain ...


16

This is true in the majority of RPGs I've seen, including all prior versions of D&D. The problem is one of level of abstraction; how specific do you really want to get with differences in defensive capabilities between different weapons? Some of the older editions (and certain versions of Traveller, for example) had varying to-hit based on your weapon ...


16

Yes - It's Attacker's Choice The dagger weapon entry says "P or S" for its damage type, as you mentioned. The important part is how you resolve the two types, which is here (emphasis mine): Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; all damage caused is ...


16

To answer your first question, yes, rules for using a quarterstaff that way is already in the rules. They're under "double weapons" and "Two-handed weapons" in the PRD. Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a ...


15

It works normally against corporeal creatures. A quote from your Link: Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder. Blur or Concealment work like normal. The Ghost Touch Weapon doesn´t interfere there.


15

Certainly, there’s no reason why you couldn’t describe a spiked chain this way. Disarming is a kind of niche tactic; it might simply never come up, at which point there’s no real need to mechanically “back up” the description. But ultimately disarming could happen and as a DM, I’d rather not feel like I “shouldn’t” disarm you even though mechanically you ...


14

The Spirit of the Waters elven alternate racial trait gives proficiency in longsword, trident, and net. Also the Huntmaster cavalier archetype. More generally for exotic weapon proficiency, the half-elf Ancestral Arms alternate racial trait gives you a free exotic weapon proficiency for which you could choose net. There's other more long and painful ways ...


14

Both light and hand crossbows take less time to reload than a heavy crossbow does. As far as the tactical advantage of a hand crossbow, you can use it with one hand without a penalty, which allows you to theoretically take advantage of it in applications that would otherwise be difficult. For instance, a light crossbow takes a -2 penalty to fire one-handed, ...


13

A weapon either is or is not Masterwork; there are not levels of Masterwork as there are for Magic weapons. If a weapon is Masterwork, it gets a +1 enhancement bonus on attack rolls. A weapon can only be made Magic if it is already Masterwork. Magic weapons are not called a “magic longsword” or whatever, they’re referred to by their ...


13

Yes, you can craft without spending gold. The description of the craft skill does indeed include paying one third of the item's price for the cost of the raw materials. This is an abstraction, a simplification of the crafting, relieving players and the DM of the shopping for the multitude of different ingredients required for the process. If one can not ...


13

It’s better than a +1 greatsword but a lot weaker than a +1 aberration-bane greatsword (which is a +2 equivalent). It’s probably worth around 4,000 gp, which is quite a lot for level 2. On the other hand, Aberrations typically have supernatural defenses that martial types will have a very hard time dealing with. Magic items are the way you allow ...


13

In short, you are right and misinformed. The general rule is, when the situation fits the rule, and there is nothing in another rule to counter that, then you interpret the situation as in that rule. In your case, when your off-hand weapon is light, -2/-2 is applied with TWF, and -4/-8 without it. Nowhere in the rule calls for the kind of weapon in the main ...


12

4e made a conscious decision to prefer speed and balance over "realistic" simulation. This is, after all, the game that decided a spell called "fireball" is actually a fire square. Adding the complexity of per weapon defenses would complicate and slow down the game. It also adds more variables, creating more opportunities for unbalanced things to sneak ...


12

The 3.5e Dungeon Master's Guide has some rules for firearms in the Building a Different World section (p144). Page 145 provides details for Renaissance weapons: pistol, musket, bomb and smokebomb. It also provides some details and considerations for how gunpowder and firearms work. They're stronger or as strong as a heavy crossbow, but have some different ...


11

Use suppression-fire exclusively. All recoil is bypassed. You're not really aiming, you're just spraying an area and hoping people are stupid enough to be there. You won't deal as much damage as focus firing will, but you'll hit a lot of people. The entire point of the miniguns, combat mechanic-wise, is that instead of base damage, they deal 1.5x base ...


11

The Monster Manual Shows How a 4-handed Creature Wields 2 Bows If the creature has 2 or more pairs of hands, the feat Multiweapon Fighting (MM 304) lets it use each pair of hands to use 1 bow, each at a -4 penalty to attack rolls. If the creature has 2 or more pairs of hands and lacks the feat Multiweapon Fighting, the creature suffers the standard -6 ...


10

Make the weapon have powers that can't be used (or even known about) by a lower-level player. Frodo wielding the One Ring could only do so much with it -- Gandalf wielding the same ring would be far more powerful. When Thorgrim the Bold (level 2 fighter) finds a fine steel blade (strangely untouched by the ages) in the barrow of the old king, it seems to ...


10

Brilliant does indeed ignore all armor and hardness. You can't sunder with it and disarm is debatable, though Obi-Wan Kenobi managed it. Are you really going to be able to afford brilliant as a weapon enchant anyway; it's a +4 bonus? There's no RAW way to turn off a weapon enchant. You could try to convince your GM to make it an extra-cost option on the ...


10

The crafting rules can help you with the mechanics. You may need the help of a person with Craft (Armorer). Use of unusual materials is something you would have to consult your DM about. The AC value and cost of crab armor will need to be determined for the craft skill to be used.


10

There is no rule stating that all attacks made during a Full Attack action need to be against a single target. This is true regardless of why you are making multiple attacks. In fact, as long as you declare you are making a full attack action, you can switch targets after ever attack, based on if it hit or not, etc. This is backed up by the rules for Full ...


10

Do they occupy the "Hands" slot, preventing simultaneous use of non-weapon magical gauntlets or gloves? No, the gauntlets are listed as weapons and no indication is ever given that they interact with the Hands slot. I would, in most cases, treat them similarly to shields, however: single physical item, separate mechanical stats for use as a weapon and ...


10

You cannot wear armor that is not sized for you Most items are allowed to work when missized, and weapons work with a penalty, but no such rule exists for armor, and armor is referred to as having a particular, fixed size. Armor spikes don’t necessarily have to be the same size as the armor they’re on There simply isn’t a rule anywhere that says so. At ...


9

I'm shamelessly quoting from 4e here, but I think the following applies in most (non-mechanized) RPG's at least to some extent. Hit Points Over the course of a battle, you take damage from attacks. Hit points (hp) measure your ability to stand up to punishment, turn deadly strikes into glancing blows, and stay on your feet throughout a battle. Hit ...


9

Yes Mostly, anyway. The main issue is interpretation of PHB1 pg221: Arcane Implement: ... A staff implement can also function as a quarterstaff. Obviously, if you have an accurate staff, you can use it as a quarterstaff. If you have a quarterstaff, can it be an accurate staff? Nearly every group will tell you that this passage means quarterstaves and ...



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