Hot answers tagged weapons
24
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 ...
21
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 ...
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 ...
17
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 ...
16
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 ...
15
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 ...
15
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=8,000 gp
Total is 8,400 gp: outside of your budget.
A +1 thinblade would be 12×2+300+100 = 2,400 gp. A ...
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 ...
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
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 ...
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.
9
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 ...
9
They count as weapons, and can be enhanced as such.
The problem is that they count as separate weapons from Unarmed Strikes, which means anything he does to improve Unarmed Strikes is not going to improve his Spiked Gauntlets. If he’s planning on Monk or anything similar, I strongly recommend that you ignore this fact entirely and houserule that they ...
8
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 ...
8
You're looking for a Dynamic Weapon
Power (Polymorph) Encounter (Minor Action)
Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.
8
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 ...
7
For weapons of different material but the same mass the damage is the same. The difference shows up in durability. Stone weapons need to be sharpened more often and are more prone to break. Both characteristics are not addressed in AD&D.
You could give a blanket negative modifier (like -1 or -2) against those wearing metal armor to represent this. This ...
7
According to Page 289 of the Player's Handboook, 2 minor actions. Unless you have a feat or power that allows you to do it as part of a standard or as a free action, sheathing a weapon is a minor, unsheathing is also a minor.
In your example, the first action is spent sheathing the sword. The second action is spent equipping the bow.
However, dropping a ...
7
This painting of a tengu show it to have lips. The wikipedia page has several example of Tengu having mouths. A quick Google search will provide you with more. See, for example, the masks depicting Tengu.
So, blow guns... Why not?
7
Unfortunately the 4e character builder is correct.
The difference is between the implement and weapon keywords. Only those attacks with the weapon keyword add the proficiency bonus from your weapon. While a bow can be an excellent choice for the right kind of bard, it depends strongly on what you want to do with your bard. In this case, hyper-accuracy on ...
6
Page 237 of the Rules Compendium states:
Minor Actions
Draw or sheathe a weapon
So to answer your question, your Elven Cleric would have to take two Minor actions; 1 to sheathe her sword and another to draw her bow (with a Free action to load it.)
On a related side note: your Elven Cleric could take the Master at Arms feat (Heroes of the Fallen ...
6
Handwave it
Instead of giving them new items, tell them that the "new" items they get just improve the old items they have. Their level 2 quicksilver blade turns into a level 3 quick weapon or a level 4 opportunistic weapon.
Yeah, this means that they lose powers and gain new ones. That might be a bit strange, but the player was just gonna throw away the ...
6
Before you go off making far-reaching mechanical changes, maybe you should talk it over with your players. Remember, just because you prefer the swiss-army-armory type of fighter doesn't mean your players do. Maybe they like the single-focus specialist?
If you do want to tweak things from your end, try going for more subtle approaches:
Limit availability. ...
6
The weapon is not "just lying there" for a turn. It says in the description of Returning:
Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Thus, the weapon is still in the air until ...
6
I believe it goes back to Bishop Odo, an 11th Century cleric depicted on the Bayeux Tapestry wielding a club. Many historians believe that he wields a club because, as a cleric, he would have been forbidden from carrying a sword. Whether this widely-believed historical status is true or not, it's likely that the priesthood were generally not trained in ...
6
This answer is rampant speculation on my part, but given that the question's about the logistics of using a blowgun with a beak, I feel a little rampant speculation may be warranted.
A Tengu can learn to speak most human languages, including common, which is sometimes described as containing loanwords from all manner of languages. Tengu therefore presumably ...
6
No, you can't use Dual Weapon Attack after attacking with a (normal) two-handed weapon
Yes, you can use Dual Weapon Attack after attacking with the stout end of a double weapon
From the Adventurer's Vault Errata (emphasis mine):
Stout: A weapon that has the stout property can be treated as a two-handed weapon.
Basically, whenever you want it to count ...
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