Pronate's page

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Isthisnametaken? wrote:
When I run the numbers on existing weapons, the vast majority of them are all around -2 (overpowered). Something may be off in terms of the weighting.

Can you give me what weapons you used that are that underpowered? There is a chance that the excel sheet is wrong, as I'm new to that, but the rules themselves should be mostly accurate, with only a few exceptions.


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oholoko wrote:
Pronate wrote:
about 90% accurate.
Where does that comes from? In regular already existing weapons it detects with 90% accuracy? Or something else?

Yep, it can recreate about 90% of the existing weapons perfectly, but a few are off by a point or two, as Paizo tweaked somethings from their formula, so perfection is impossible (without being 10000% more complicated)


Mark Seifter wrote:
Megistone wrote:

If I remember a post from Mark correctly, the developers did have a rule, probably much like the one you deduced, but they also made custom adjustments for some weapons.

For example they deemed that some combinations of traits had too good of a synergy, and avoided to put them on weapons or nerfed those weapons in a different way.
Yes, there's numerous things more complicated that are holistic. As I mentioned in the post you reference here, another factor is that some of the traits define a special (lower) ceiling but don't "cost" that much once you're already under the ceiling. It's why Pronate's system will pretty easily let you build, for instance, a two-handed 1d12 damage die finesse weapon, but you will not see a weapon like that from Paizo.

FIrst, Thank you for commenting here, I was not expecting a designer to see this. Second, do you mind posting that guide/ will a official guide be released. Third, other than finesse, are there other traits that have a ceiling/floor. And forth, if you any other inaccuracies you notice? I really appreciate all your work in making such a great system.

Ps, as this is probably the only chance of me talking to a designer, will a option to replace vancian magic with other systems, like the Neo-Vancian magic D%D 5e in the DMG or later books?


Roonfizzle Garnackle wrote:

While it would complicate things a bit to program in, you currently do not have anything preventing a weapon from being (hopefully accidentally) both Martial and Advanced, let alone Advanced, Advanced, Advanced, Advanced.

Now, Clearly, anyone trying to pull that sort of shenanigans should have their proposal reviewed carefully ....

One option is to make an extra drop down table with: Simple, Martial, Advanced as the only options, and force it as an option, likely the first.

On the typo front: Expensive is correct, expencive is not.

That doesn't work according to the rules presented in the document, the exel is just for ease of use, so I'm not concerned about people taking the same flaw twice (you could take 2 handed multiple times if you wanted, so this isn't a unique issue).

thanks for catching the typo


Lost In Limbo wrote:

Love the guide, I'm going to have a lot of fun throwing weird weapons at my players with this, but I do have a few editorial notes;

** spoiler omitted **

Thanks, I have disgraphcia, so spelling is hard. All fixed.


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Hello, after going to through every weapon in the game,I have constructed a balanced guide to custom weapon creation. Here's the link
https://paizo.com/threads/rzs42wf8?After-going-over-evary-weapon-in-the-gam e-I


Alchemic_Genius wrote:

Dotting for interest. I plan on making firearms in my next 2e game, and these rules sounds like they will really help

Have you considered submitting this to the zenith games guide to guides? It would get a lot of visibility and covers a niche many people are interested in

How/where can I do that? Also, I have rules for gun traits elsewhere I can give to you if you want.


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Rules here

Excel to make creation easier here

Hello, after really wanting to a chain whip ala vampire killer, I was inspired to do the math paizo did to make weapons balanced, have created a system that's about 90% accurate.

Now, it's not perfect, paizo probably didn't have an exact formula like I do, and a few things like daggers are a point higher, and sawtooth sabres are 2 under, but for most of them, they're right on the money. The only major exceptions are advanced weapons, which other than the flickmace, are one point under. I'm ok with this, as I think the opportunity cost to use advanced weapons should mean that they need to be on par with the flickmace, but if you don't that's fine, simply reduce the points advanced gives you by one.

Any feedback or ideas would be appreciated, thank you.