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28

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 ...


28

Though at first glance it might appear, that if the DM does not give out magical weapons, then many monsters in the DM guide book will make half of the party irrelevant unless the DM gives out magical items and thus the game is dependent on magical items, unlike what the article states. However, a close look at the classes and character abilities reveals ...


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 ...


23

The number before the slash indicates normal range. The number after the slash indicates "long range" - when an attack is performed at long range, it takes a -2 penalty to the attack roll.


23

Magic weapons and armour are not specified in the PHB. You can find them in the DMG, pages 213 and 152 respectively. Or in the Hoard of the Dragon Queen supplement, page 2. With that said, yes, a +X weapon gives +X to both attack and damage. +X armour gives +X to AC (on top of the AC that armour of its type provides).


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 ...


21

First, ask your DM if you can qualify for abjurant champion with an exotic weapon; you don’t need proficiency in any martial weapons to take Exotic Weapon Proficiency, and there are some better options for exotic weapons. If exotic weapons are not allowed: Longbow There’s not a whole lot of point to getting any martial weapon; any situation where attacking ...


20

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 ...


20

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 ...


20

You improvise with the closest match. Here the player wants to set their arrows on fire, fair game to them; what else is on fire? A torch. The torch text states: If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage. So for their ...


20

The Player's Handbook gives an explicit reference to how darts are thrown. In the section on Underwater Combat (PHB 198) we find: the attack roll has disadvantage [underwater] unless the weapon is a crossbow , a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). This means that a dart is not thrown spinning like a ...


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 ...


19

The idea of "Flaming arrows" can be emulated using the Flaming Property: Flaming: Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given. Dipping an arrow in oil could in a way emulate the Flaming ...


18

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 ...


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 ...


18

I’m going to answer “how do I combine Dervish with Lightning Maces,” rather than specifically how to get a slashing mace. Aptitude Special Ability The aptitude special ability from Tome of Battle can be applied to a weapon to cause feats that are specifically for another weapon to apply to the weapon with aptitude. It is likely that the ...


18

No, drawing a weapon does not take an action. Nor does picking up a dropped weapon. Both answers are found in a sidebar on page 70. Interacting with Objects Around You Here are a few examples of the sorts of thing you can do in tandem with your movement and action: (omitted) draw or sheathe a sword pick up a dropped axe ...


17

My initial rules reading, maybe... Opportunity Attacks In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack. You can make an opportunity attack when a hostile creature that you can see moves out ...


16

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, ...


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 ...


16

In general, there aren't any huge reasons why this wouldn't work. Some potential pitfalls: You give a powerful melee weapon to casters - By making a simple melee weapon finesse based, you are encouraging casters to dump Strength and push more points into Dexterity than they already would. Functionally, this would eliminate the need for melee cantrips, and ...


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

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 ...


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

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 ...


14

Buying Magic Items You may want to go by the rules instead of "something you read online." Let's look at the Magic Item Creation rules in the official D&D 3.5e SRD here: http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm Per http://www.d20srd.org/srd/magicItems/magicWeapons.htm#tableWeapons the base cost (value of) placing a +3 enhancement (or ...


13

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. ...


13

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 ...



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