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6

The Frost weapon does not specify that it applies to only weapon attacks. It says: All damage dealt by this weapon is cold damage. Another free action returns the damage to normal. That means all, even implement damage. The contrast here is between damage dealt "by a weapon" (includes weapon and implement powers), and "by weapon attacks" (or similar) ...


0

There are already rules for using double weapons as regular two-handed weapons The weapon’s base damage di(c)e don’t change, but you get the 1½ Str to damage and the increased returns from Power Attack. Between those advantages, and the very high number of feats necessary for TWF, the consensus is actually that this is the optimal way to use double ...


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 ...


4

Base Damage Should Remain Unchanged The quarterstaff's advantages--as a double weapon, as a two-handed weapon, as a simple weapon, as a monk weapon (okay, not much of an advantage there), and, most importantly for your situation, as a free weapon--are sufficient for a stick. The guard with the feat Power Attack can totally use his feat to the hilt already ...


9

This usage of a quarterstaff is historically attested (in fact, it predates the middle grip we're more familiar with from media), and your houserules seem to be well thought out and balanced well enough. As you say, "All other martial 2HW with 1d8 damage have some special properties," so houseruling a "new" 2H 1d8 martial weapon isn't unbalanced. There are ...


3

There's some excellent answers in here, so I'll try to avoid labouring points that have already been covered very well. Obviously, this player is having, or going to have, an impact on the other players. Even if they're fine with what's happening, it's causing problems for the GM, and that will affect everyone's game. This trend needs to be stopped, or at ...


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 ...


6

The balance between player and GM is a delicate one. The bottom line is that everyone is there to play a game; everyone is there to have fun, including the GM. While the GM takes on more bureaucratic responsibility and rules as the general arbiter of play, ultimately it defeats the purpose of the game if nobody is having fun. If that balance has been broken ...


9

You are the best judge of how much you can handle; If it's too much, it's too much. Talk to your player; Explain that the complexity of his character is increasing your workload to unsustainable levels, admit that you overestimated how much you'd be able to handle, and discuss possible strategies for reducing complexity. I'm not familiar with Savage Worlds, ...


4

A) Two-Weapon Fighting mostly has no effect on a Monk. It only applies to Weapon attacks, and Monks have none of those. B) Weapons in your other hand do not affect your attacks, as described in the Adventurer's Vault page 56: Weapon Properties: Many weapons have properties that provide a constant benefit. To gain the benefit of a weapon’s property, ...



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