Exotic weapons: personal solutions... and problems


Homebrew and House Rules


I've always had a problem with a lot of the exotic weapons.

1. Some, to me, lacked realism: double weapons and spiked chain (fixed though IMO).

2. Others didn't really needed a feat (more like a trait).

Those who were truly exotic, like the mancatcher, the lajatang, etc. I was OK with and created some (like the historical sarissa: the 15 foot spear).

So this is what I did:

1. Removed the double weapons.

2. Created a version of most weapons as 1-1/2 handed (katana, scourge, maul, dire pick, warmace, etc).

But I'm still stuck: for the truly exotic, no problem, just spend a feat. But for the half-exotic?

I thought about regional proficiencies. If you are from Spearland, where all militia gets handed a spear and trained in them, you can treat the dire spear as a martial weapon.

I also thought of giving them a -2 penalty to hit when used with one hand, while creating a Mighty grip feat, that would remove this penalty for all 1-1/2.

But both those solutions are not exactly to my taste. I feel I'm missing something...

If you have thoughts, suggestions or comments, I would love to hear them.

Regards,

DW


Actually, double weapons exist and are found in Chinese Kung Fu.

Some examples are the monk spade, double headed spear, and cicada wing sword.

The fact that they are rare even in kung fu reinforces that they should be classified as true exotic weapons.


Freesword wrote:

Actually, double weapons exist and are found in Chinese Kung Fu.

Some examples are the monk spade, double headed spear, and cicada wing sword.

The fact that they are rare even in kung fu reinforces that they should be classified as true exotic weapons.

Good point. I would place examples like these along with the lajatang, although, my sense of realism is still somewhat taxed.

I forgot to mention that, while removing the double weapons (well most), I added a Fearful symmetry feat that reduces by one the penalty for fighting with two identical weapons.

Which still leaves me with my problem regarding the 1-1/2 handed weapons... Perhaps regional traits would do it?

Regards,

DW

Sovereign Court

Dreaming Warforged wrote:


So this is what I did:

1. Removed the double weapons.

2. Created a version of most weapons as 1-1/2 handed (katana, scourge, maul, dire pick, warmace, etc).

But I'm still stuck: for the truly exotic, no problem, just spend a feat. But for the half-exotic?

I also thought of giving them a -2 penalty to hit when used with one hand, while creating a Mighty grip feat, that would remove this penalty for all 1-1/2.

In a past campaign, I removed the whole list of exotic weapons and made them martial. For double weapons, they simply required the two weapon fighting feats to make the most use of them. For the one and a half handed weapons, I combined monkey grip and something like your mighty grip feat to allow heavier weapons to be used in one hand without a penalty. The other truly exotic weapons are already weird, if a player wants to use one of them why force them to waste a feat on wielding an off-the-path-weapon that they will likely never get a better version of than what they have now.

So if you are willing to play with a house rule in this area, I think you are moving in the right direction.


Dreaming Warforged wrote:

Good point. I would place examples like these along with the lajatang, although, my sense of realism is still somewhat taxed.

I forgot to mention that, while removing the double weapons (well most), I added a Fearful symmetry feat that reduces by one the penalty for fighting with two identical weapons.

Which still leaves me with my problem regarding the 1-1/2 handed weapons... Perhaps regional traits would do it?

Regards,

DW

I won't deny that the depictions of some of the double weapons tax my sense of realism as well as they seem particularly awkward to wield.

I like your fearful symmetry feat and may have to borrow that.

As for the 1-1/2 handed weapons the regional traits work well as they build on the racial weapon proficiencies mechanic already established. Your other idea from your original post

Dreaming Warforged wrote:
I also thought of giving them a -2 penalty to hit when used with one hand, while creating a Mighty grip feat, that would remove this penalty for all 1-1/2.

basically just renames the existing use of exotic weapon proficiency for them and breaks it off into a separate feat that does the exact same thing.

Since all one handed martial weapons can be wielded in two hands but not all two handed martial weapons can be wielded with one hand, the ones that could were made exotic to distinguish them and make it clear that with a feat they could be wielded one handed while others could not be wielded one handed at all.

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