Simple-Martial-Exotic: Making Weapon Proficiencies Matter


Homebrew and House Rules

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Kirth Gersen wrote:

Along those lines, this system neatly subsumes feats like Rapid Reload and Crossbow Mastery. For example:

LIGHT CROSSBOW

  • Simple: 1d8/19-20; reload as move action
  • Martial: 1d8/19-20; reload in place of an iterative attack
  • Exotic: 1d8/19-20; reloading does not require an action.
  • Yes. So much yes.


    Tim4488 wrote:
    Kirth Gersen wrote:

    Along those lines, this system neatly subsumes feats like Rapid Reload and Crossbow Mastery. For example:

    LIGHT CROSSBOW

  • Simple: 1d8/19-20; reload as move action
  • Martial: 1d8/19-20; reload in place of an iterative attack
  • Exotic: 1d8/19-20; reloading does not require an action.
  • Yes. So much yes.

    +1

    This is good stuff.

    Dark Archive

    Kirth Gersen wrote:
    Mon wrote:
    You know, we've been doing something similar with unarmed strikes for YEARS but it never occurred to me to extend it to other weapons.

    My plan was to do something similar.

    UNARMED STRIKE

  • Simple: 1d3 nonlethal; provokes AoO
  • Martial: 1d3 lethal or nonlethal; no AoO
  • Exotic: Scaling damage bonus, like a monk's.
  • so take IUS and just deal damage as a monk? thats a lot more powerful than most feats, and takes away monks "biggest" claim to fame. if any fighter could just deal monk damage, it makes monk fell a lot less special.


    I really like the concept you have here. Might I suggest in response to Name Violation perhaps this:

  • Exotic: 1d4 (even 1d6) lethal or nonlethal; no AoO (non-scaling)

    It's not much of a bump, but I have to agree a little here.

    That said, great work, keep it up! :)


  • Maybe flails, at exotic proficiencies, should ignore 2 points of a shield bonus? Cause that's what they did. Big old shields (tower shields) could block them, but a buckler or small shield was useless.


    Name Violation wrote:
    So take IUS and just deal damage as a monk? thats a lot more powerful than most feats, and takes away monks "biggest" claim to fame. if any fighter could just deal monk damage, it makes monk fell a lot less special.

    Let me clarify: "scaling LIKE a monk's" in terms of not being static, but NOT scaling as quickly, so the monk's progression would still be better. To draw parallels with existing mechanics, look at it this way:

  • Unarmed strike is a simple weapon proficiency. 1d3, nonlethal, provokes AoO.
  • Improved Unarmed Strike does lethal, eliminates AoO. I'd basically be giving everyone who's proficient with all martial weapons IUS as a bonus feat. Given that 99% of those people are going to be focusing on swords, bows, and axes, I don't think that's too big a stretch.
  • The Superior Unarmed Strike feat (Tome of Battle provides scaling unarmed strike damage -- not as good as a monk's, but better than 1d4. I'd be rolling that feat into Exotic Weapon Proficiency (unarmed strike). 1 feat = 1 feat.

    So currently:

  • Proficiency with simple weapons
  • Improved Unarmed Strike feat
  • Superior Unarmed Strike feat

    Proposed:

  • Simple weapon proficiency
  • Martial weapon proficiency (unarmed strike)
  • Exotic weapon proficiency (unarmed strike).

    Not much is changing except the feat names.


  • Ironicdisaster wrote:
    Maybe flails, at exotic proficiencies, should ignore 2 points of a shield bonus? Cause that's what they did. Big old shields (tower shields) could block them, but a buckler or small shield was useless.

    Yeah, I like that. And by the same token, picks could ignore some armor bonuses, because that's what THEY did -- penetrate armor.


    In terms of polearms:

    GLAIVE

  • Simple: 1d10/x3, reach, -4 to attacks
  • Martial: 1d10/x3, reach
  • Exotic: 1d10/x3, reach or adjacent (shift grip as swift action).

  • Grand Lodge

    Love the unarmed strike proposal Kirth. Gives melees something when they get disarmed. Or forced to adventure in Commie-no-weapons-land. :)


    Another thought for maces:

    Exotic proficiency in maces (heavy or light) allows a confirmed critical hit to inflict Dazed or Staggered for one round (probably allowing a Fortitude save based on damage or Strength)? So you'd get something like

    Light Mace
    Simple d6/*2
    Martial d6/*3
    Exotic d6/*3 + Dazed or Staggered on crit

    Heavy Mace
    Simple d8/*2
    Martial d8/*3
    Exotic d8/*3 + Dazed or Staggered on crit


    Tim4488 wrote:
    Exotic proficiency in maces (heavy or light) allows a confirmed critical hit to inflict Dazed or Staggered for one round (probably allowing a Fortitude save based on damage or Strength)? So you'd get something like

    I was thinking something along those lines myself!


    How about:

    LONGBOW (for Composite Longbow add 10' range)


    • Simple: -4 to hit, 1d6 damage, 70 ft range.
    • Martial: 1d8 damage, 100 ft range.
    • Exotic: 1d10 damage, 130 ft range.

    HEAVY CROSSBOW


    • Simple: Normal stats.
    • Martial: +2 to hit bonus.
    • Exotic: +1d10 damage as if hitting with Vital Strike.


    Dabbler wrote:

    How about:

    LONGBOW (for Composite Longbow add 10' range)


    • Simple: -4 to hit, 1d6 damage, 70 ft range.
    • Martial: 1d8 damage, 100 ft range.
    • Exotic: 1d10 damage, 130 ft range.

    HEAVY CROSSBOW


    • Simple: Normal stats.
    • Martial: +2 to hit bonus.
    • Exotic: +1d10 damage as if hitting with Vital Strike.

    For exotic longbow I was thinking about making it 1d8 x4, 120ft

    Dark Archive

    Dabbler wrote:

    How about:

    HEAVY CROSSBOW


    • Simple: Normal stats.
    • Martial: +2 to hit bonus.
    • Exotic: +1d10 damage as if hitting with Vital Strike.

    actually 2d6 damage(total) instead of vital strike sounds a bit more balanced, and still lets you vital strike


    Name Violation wrote:
    Dabbler wrote:

    How about:

    HEAVY CROSSBOW


    • Simple: Normal stats.
    • Martial: +2 to hit bonus.
    • Exotic: +1d10 damage as if hitting with Vital Strike.
    actually 2d6 damage(total) instead of vital strike sounds a bit more balanced, and still lets you vital strike

    If you like!


    My ideas for those:

    LONGBOW

  • Simple: -4 to hit, 1d8/x3, no Str.
  • Martial: 1d8/x3, no Str., 100 ft. range
  • Exotic: 1d8/x3, add Str bonus up to bow's rating, 110 ft. range

    In essence, this removes the divide between "longbow" proficiency and "composite longbow" proficiency. We can now define "composite longbow" as any longbow built to allow a Str bonus with use. And because composite longbow is like 10x better than any other martial ranged weapon, we make it, in essence, an exotic weapon.

    HEAVY CROSSBOW

  • Simple: Normal stats. Reload as full-round action.
  • Martial: Reload as move action.
  • Exotic: Reload in place of an iterative attack.

    Better proficiency doesn't change the basic crossbow, but your increasing familiarity lets you load it a lot faster (and allows us to get rid of the "Rapid Reload" feat).


  • What about classes with specialized weapon proficiency lists in their class descriptions instead of being allowed simple and/or martial weapons? I'm thinking of the druid and the monk, for example. Would they start with martial-level proficiency with the weapons in their list, and be relegated to simple proficiency with the other weapons?


    Andostre wrote:
    What about classes with specialized weapon proficiency lists in their class descriptions instead of being allowed simple and/or martial weapons? I'm thinking of the druid and the monk, for example. Would they start with martial-level proficiency with the weapons in their list, and be relegated to simple proficiency with the other weapons?

    Yeah, I've been thinking about that -- especially monks. I'll probably need to edit the classes, so that they say things like "Fighters have martial proficiency in all weapons," and "monks have simple proficiency in all weapons, and exotic proficiency in unarmed strikes plus any one additional weapon of their choice." Or maybe "Monks have simple proficiency in all weapons. They gain exotic proficiency in unarmed strikes as a bonus feat." And then give them an additional bonus feat at 1st level to use on Martial Weapon Proficiency (any group) or Exotic Weapon Proficiency (any single weapon).


    Kirth Gersen wrote:
    Andostre wrote:
    What about classes with specialized weapon proficiency lists in their class descriptions instead of being allowed simple and/or martial weapons? I'm thinking of the druid and the monk, for example. Would they start with martial-level proficiency with the weapons in their list, and be relegated to simple proficiency with the other weapons?
    Yeah, I've been thinking about that -- especially monks. I'll probably need to edit the classes, so that they say things like "Fighters have martial proficiency in all weapons," and "monks have simple proficiency in all weapons, and exotic proficiency in unarmed strikes plus any one additional weapon of their choice." Or maybe "Monks have simple proficiency in all weapons. They gain exotic proficiency in unarmed strikes as a bonus feat." And then give them an additional bonus feat at 1st level to use on Martial Weapon Proficiency (any group) or Exotic Weapon Proficiency (any single weapon).

    I was looking at bard, and I was thinking that they would have profiency at the default level with specific weapons.

    A bard is proficient with all simple weapons, plus the longsword(martial), rapier(martial), sap(martial), short sword(martial), shortbow(martial), and whip(exotic).

    So all simple weapons.
    Martial profiency with longsword, rapier, sap, short sword, shortbow.
    Exotic Profiency with Whip.

    Another example would be elves get martial profiency with longsword and longbow.


    Charender wrote:


    I was looking at bard, and I was thinking that they would have profiency at the default level with specific weapons.

    A bard is proficient with all simple weapons, plus the longsword(martial), rapier(martial), sap(martial), short sword(martial), shortbow(martial), and whip(exotic).

    So all simple weapons.
    Martial profiency with longsword, rapier, sap, short sword, shortbow.
    Exotic Profiency with Whip.

    Another example would be elves get martial profiency with longsword and longbow.

    Since whip will now have abilities at the martial level, you could give them it there. This is if you make the exotic whip better than the current whip is though.


    Caineach wrote:
    Charender wrote:


    I was looking at bard, and I was thinking that they would have profiency at the default level with specific weapons.

    A bard is proficient with all simple weapons, plus the longsword(martial), rapier(martial), sap(martial), short sword(martial), shortbow(martial), and whip(exotic).

    So all simple weapons.
    Martial profiency with longsword, rapier, sap, short sword, shortbow.
    Exotic Profiency with Whip.

    Another example would be elves get martial profiency with longsword and longbow.

    Since whip will now have abilities at the martial level, you could give them it there. This is if you make the exotic whip better than the current whip is though.

    Either way, as long as what the bard has is equal to what they have under the old system.


    Charender wrote:
    A bard is proficient with all simple weapons, plus the longsword(martial), rapier(martial), sap(martial), short sword(martial), shortbow(martial), and whip(exotic).

    "Bards have simple proficiency with all weapons. They have martial proficiency with light blades and with the short bow, and specific exotic proficiency with whips."


    Caineach wrote:
    This is if you make the exotic whip better than the current whip is though.

    I hadn't viewed this exercise as an excuse to arbitrarily upgrade all weapons. Exotic weapons remain exotic; they don't become martial and then gain "superexotic," because then we'd have to upgrade all the other weapons another step to keep up with them.


    Can we upgrade blunt weapons? They are basically bad for no good reason.


    Madcap Storm King wrote:
    Can we upgrade blunt weapons? They are basically bad for no good reason.

    No, they are bad because blunt weapons don't have a lot of subtle to them. Don't get me wrong, a blunt weapon can do a lit of damage, but the transmission of force is not as efficient as other weapons.

    I would say their one advantage is that they can probably inflict non-lethal damage easier.


    Dabbler wrote:
    Madcap Storm King wrote:
    Can we upgrade blunt weapons? They are basically bad for no good reason.

    No, they are bad because blunt weapons don't have a lot of subtle to them. Don't get me wrong, a blunt weapon can do a lit of damage, but the transmission of force is not as efficient as other weapons.

    I would say their one advantage is that they can probably inflict non-lethal damage easier.

    Gamist vs. Simulationist - it's a playstyle issue. For some, blunt weapons should be inferior, because eh, they definitely are in some regards. For others, it's more fun if we can imagine any concept and have roughly equal mechanical benefits, even if a mace isn't ACTUALLY as good as a longsword.


    Tim4488 wrote:
    Dabbler wrote:
    Madcap Storm King wrote:
    Can we upgrade blunt weapons? They are basically bad for no good reason.

    No, they are bad because blunt weapons don't have a lot of subtle to them. Don't get me wrong, a blunt weapon can do a lit of damage, but the transmission of force is not as efficient as other weapons.

    I would say their one advantage is that they can probably inflict non-lethal damage easier.

    Gamist vs. Simulationist - it's a playstyle issue. For some, blunt weapons should be inferior, because eh, they definitely are in some regards. For others, it's more fun if we can imagine any concept and have roughly equal mechanical benefits, even if a mace isn't ACTUALLY as good as a longsword.

    This is true, and I'm definitely simulationist. I think that rapier's shouldn't do the same base damage as greatswords, for example, and daggers are not as effective as war-axes. I know, I'm strange that way. I do agree that blunt weapons can have some advantages of their own, though - the question is which ones to give them. An advantage vs armour might not be a bad idea, say adding to their chance to hit if you attack an armoured opponent for non-lethal damage.


    Dabbler wrote:


    This is true, and I'm definitely simulationist. I think that rapier's shouldn't do the same base damage as greatswords, for example, and daggers are not as effective as war-axes. I know, I'm strange that way.

    Why would you think that?


    Dabbler wrote:
    Tim4488 wrote:
    Dabbler wrote:
    Madcap Storm King wrote:
    Can we upgrade blunt weapons? They are basically bad for no good reason.

    No, they are bad because blunt weapons don't have a lot of subtle to them. Don't get me wrong, a blunt weapon can do a lit of damage, but the transmission of force is not as efficient as other weapons.

    I would say their one advantage is that they can probably inflict non-lethal damage easier.

    Gamist vs. Simulationist - it's a playstyle issue. For some, blunt weapons should be inferior, because eh, they definitely are in some regards. For others, it's more fun if we can imagine any concept and have roughly equal mechanical benefits, even if a mace isn't ACTUALLY as good as a longsword.
    This is true, and I'm definitely simulationist. I think that rapier's shouldn't do the same base damage as greatswords, for example, and daggers are not as effective as war-axes. I know, I'm strange that way. I do agree that blunt weapons can have some advantages of their own, though - the question is which ones to give them. An advantage vs armour might not be a bad idea, say adding to their chance to hit if you attack an armoured opponent for non-lethal damage.

    Well, I may have overstated the dichotomy. There's a spectrum, obviously, not just two viewpoints. I don't think most people want 2d6 rapiers or d8 or d10 daggers. But having a viable mace is less extreme, I'd argue.

    I agree that the advantages may not all be the same, but ultimately, it should be like battleaxe vs. longsword. Which is better, d8/*3 or d8/19-20? Yeah, the math may or may not show slight variations, but ultimately it's a matter of taste. Which is better, a d6/18-20 finessable weapon or a 2d6/19-20 two-hander? Eh, both can be pretty good with different builds. So I, personally, would like to see a heavy mace that may not statistically look exactly the same as a longsword or a battleaxe, but that, in the hands of a well-trained Fighter, Barbarian, Ranger or Paladin, at least, would be as effective in its own way, almost certainly different than the way in which the longsword or battleaxe are effective.

    EDIT: SO - your idea of nonlethal damage might be a good way of "maces/bludgeoning weapons have an advantage over longswords, and this is it."


    Another real-life advantage for a lot of bludgeoning weapons is that they require less training to use effectively. This could be translated to game terms by giving them decent damage or no to-hit penalties at simple proficiency, but don't let those features scale into martial or exotic proficiencies like other weapons do.

    Thus, they would be good weapon choices for characters who don't plan on advancing their weapon skills very much. The martial/exotic proficiencies with these weapons could have the non-lethal and other abilities talked about above as options for warriors that want to advance in that direction.

    Ooh, brainstorm idea: Since bludgeoning weapons are good against skeletons, this could be the "theme" to advance for some of the weapons I've mentioned earlier in this thread. Say, a heavy mace. The higher proficiencies for this weapon could give bonuses to hit or damage against skeltal undead. This might be too specific of an ability, but on the other hand, there are a lot of weapons to choose from; I don't see an issue with giving a few of them bonuses against specific enemies instead of generalist abilities.


    Tim4488 wrote:
    Dabbler wrote:
    Madcap Storm King wrote:
    Can we upgrade blunt weapons? They are basically bad for no good reason.

    No, they are bad because blunt weapons don't have a lot of subtle to them. Don't get me wrong, a blunt weapon can do a lit of damage, but the transmission of force is not as efficient as other weapons.

    I would say their one advantage is that they can probably inflict non-lethal damage easier.

    Gamist vs. Simulationist - it's a playstyle issue. For some, blunt weapons should be inferior, because eh, they definitely are in some regards. For others, it's more fun if we can imagine any concept and have roughly equal mechanical benefits, even if a mace isn't ACTUALLY as good as a longsword.

    It can be. Against chain armor for example, a mace is by far the best choice aside from trying to get in and shank with a stiletto.

    Honestly D&D is kind of bad for simulation, I would just have blunt weapons deliver blunt trauma in case of a miss by 2 or less, dealing the weapon's base damage. As far as my mechanic goes, it's supposed to represent getting a good blow but hitting the armor anyway and still dealing some shock damage to the target.


    Feel like Necro-ing this thread, because I'm very interested in it. Is Kirth still around, and has he made any more progress with this? Is there a Google Doc for it all? Inquiring minds want to know...

    Grand Lodge

    I was curious about this thread as well now that its all zombie-fied. (Wait, what CL are we talkin' about here?) I was also curious if anyone had any ideas on firearms? There seems to be a renewed interest in them within my group as of late. Could possibly just use the crossbow abilities like what usually happens to them, lol.


    I know this thread is pretty old, and that two people tried to cast resurrection on it already, but I was wondering if anyone had made any more progress with this idea. (I'm looking at you Kirth.)

    If not, would anyone be interested in continuing with this notion?


    hgsolo wrote:

    I know this thread is pretty old, and that two people tried to cast resurrection on it already, but I was wondering if anyone had made any more progress with this idea. (I'm looking at you Kirth.)

    If not, would anyone be interested in continuing with this notion?

    His new weapon write ups can be found perma-linked in the Kirth Gersen Houserules thread.

    What Kirth needs to do is get a Kickstarter going to actually publish them.


    Dragonsong wrote:
    What Kirth needs to do is get a Kickstarter going to actually publish them.

    Considering that I hardly ever encounter a source, open or closed content, without rifling it for ideas, I'm not ever going to publish those houserules -- they're very strictly for home use only.


    That is fair enough Kirth.


    To the OP - I've been doing something like this for a long time. I basically let a player use any weapon stats for any similar weapon. Any two handed martial weapon, for example, gets 2d6 damage, crit 19+. That way, players can use giant hammers or maces or swords, or whatever, without being penalized.

    Martial use of simple weapons is the same. I usually bump up the power of the staff to 1d8-1d10 depending on my mood, when used by a character with martial weapon proficiency. Along those lines, I let monks use any weapon with their flurry - so they can flurry with a glaive if it suits them.

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