| ClockworkWraith |
So I have a player who wants to dual wield two of these in our sci-fi/magic heavy game, and I challenge you to come up with some fun and viable stat builds for these exotic weapons!
Brief detail: They function like some mixture of piercing and slashing, and are wielding in a spinning dervish fashion. Other than that, have fun, and I look forward to your participation!
http://i214.photobucket.com/albums/cc48/psopics/CrossScar.jpg
http://www.pso-world.com/images/items/BB-CROSS_SCAR-ACTION-1.jpg
| ClockworkWraith |
Uh, they're just short swords with a knuckle guard wielded upside down. Why do you need special stats?
I disagree, if only because by that logic almost every bladed weapon could be pared down to such a simple description. "A rapier is just a long thin short sword" or "a scimitar is just a curved long sword" would be just as gross a generalization. Pathfinder uses a distinct system of weapon traits, threat ranges, damage tables, and special qualities to distinguish every weapon from one another, and the creation of just such a stat block is what we're after in this thread. Be creative, and have fun with it!
| ClockworkWraith |
light exotic weapon - 1d6/18-20/x2, slashing or piercing, finesse
Basically, a "light" rapier that can deal slashing or piercing damage (but not both at the same time, as per the morningstar).
Or, as the previous commenter has said, they can be statted up as shortswords.
Nice! I take it you are thinking low damage/high critical in the same vein as the sickle or kukri? The weapon visibly has a lot of wicked curves and points, and I'm sure a good clean swipe would take a head right off, or shred flesh.
| arioreo |
| 2 people marked this as a favorite. |
Why not based them around a starknive?
The hilt (or maybe you call it differently) is very similar to a starknive. Unlike the starknive, you can't thrown it though you gain a shield bonus when wielding two of them (when you cross your arms in front of you, you get a nice and strong surface to catch blades). The shield bonus increases when fighting defensively or taking the full defence action.
Other option might be to base them around short swords and allow the weapons to do 1d3 damage to either the weapon or the attacker on a sunder or disarm attempt.
Maybe you could grant this damage in addition to the normal effects of a critical hit. On a critical hit, you ram the sword so deep into the flesh of you opponent, the spikes at the hilt damage the opponent.
| ClockworkWraith |
I agree with Detect Magic. Plus, I'd say they grant a +1 shield bonus when using a pair an fighting defensively. OR just count them as tonfas that deal slashing and piercing damage.
I really dig that idea. I would be much more careful with my hands and arms if striking at someone wielding those spiky razors. >_>
| ClockworkWraith |
Why not based them around a starknive?
The hilt (or maybe you call it differently) is very similar to a starknive. Unlike the starknive, you can't thrown it though you gain a shield bonus when wielding two of them (when you cross your arms in front of you, you get a nice and strong surface to catch blades). The shield bonus increases when fighting defensively or taking the full defence action.
Other option might be to base them around short swords and allow the weapons to do 1d3 damage to either the weapon or the attacker on a sunder or disarm attempt.
Maybe you could grant this damage in addition to the normal effects of a critical hit. On a critical hit, you ram the sword so deep into the flesh of you opponent, the spikes at the hilt damage the opponent.
I'm definitely all about the shield bonus from having a multi-surfaced weapons, like the tri-bladed katar and hook swords.
I love the idea of doing a tiny bit of extra damage when doing combat maneuvers, but would a high crit, technical weapon that one dual wields be overpowered? I have to say I LOVE the notion of a weapon that is cool looking, unusual, and rewards the player for pulling off the various combat maneuvers that don't always get a lot of attention or use.| Darksol the Painbringer |
| 1 person marked this as a favorite. |
You have to remember that having a high chance to critical does not mean that it's a guaranteed hit. Only a 20, by RAW, is a guaranteed hit.
If I get a 15-19 (with Improved Critical/Keen, for example), and I don't scratch past their AC (which, while it can be rare, can also still occur), I don't even hit to critical, and even if I do, the multiplier would be put to the damage dealt, still equaling 0.
Even so, weapons such as these would be quite lethal and cover quite a bit of area.
Here's how I'd classify it:
Cost:25g
Damage: 2D3 (M), 1D4 (S), 1D8 (L)
Critical: 19-20 X4
Range: --
Weight: 5 lbs.
Type: S/P, Exotic, Finesse, See Text
Description: This strange weapon at first appears to be a hidden dagger, but its guard-like features are a dead giveaway. With its awkward handling and unorthodox blade placement, this weapon is impossible to utilize its full potential without some specialized training.
A character may use this as a Martial One-handed weapon, but it loses the Finesse quality.
In addition, if a character has two Wrist Scythes equipped and uses the Fighting Defensively option, (s)he gains an additional +1 Shield Bonus to all forms of AC and CMD that stacks with all other bonuses. If (s)he uses the Total Defense option, this Shield Bonus increases to +2.
| ClockworkWraith |
One word of advice
Agreed. I shall endeavor never to steal the food of the elderly whilst dressed as a greaser in a film. (which I think we can all agree is sound advice for everyone) ^_^
| ClockworkWraith |
You have to remember that having a high chance to critical does not mean that it's a guaranteed hit. Only a 20, by RAW, is a guaranteed hit.
If I get a 15-19 (with Improved Critical/Keen, for example), and I don't scratch past their AC (which, while it can be rare, can also still occur), I don't even hit to critical, and even if I do, the multiplier would be put to the damage dealt, still equaling 0.
Even so, weapons such as these would be quite lethal and cover quite a bit of area.
Here's how I'd classify it:
** spoiler omitted **
That's excellent! I've always been a fan of weapons that do 2d(n) damage, as to me it always signifies that even if the wielder only gets in a glancing blow, something wicked about the weapon means you always get in an extra cut or bit of pain. Like a nick on your defending arm, or a blade catching and hooking your skin somewhere. With a weapon with as many blade thorns as this one, I think that only makes sense.
May I ask why you added the option to wield it as a martial weapon as well?
| Darksol the Painbringer |
That's excellent! I've always been a fan of weapons that do 2d(n) damage, as to me it always signifies that even if the wielder only gets in a glancing blow, something wicked about the weapon means you always get in an extra cut or bit of pain. Like a nick on your defending arm, or a blade catching and hooking your skin somewhere. With a weapon with as many blade thorns as this one, I think that only makes sense.
May I ask why you added the option to wield it as a martial weapon as well?
It's for open-ness of its usage.
Creating an item just for use of a single class that could just as easily be fundamental to other, more similar classes/archetypes is somewhat silly, especially considering that such an item isn't a key ingredient to that targeted class's feature.
Yes, I can narrow down its usage to those it would fit appropriately, but I also don't want to cut it down too much, and for those who don't want to use an Exotic Proficiency can still use it, but they do so at a price, which is to lose its ability to Finesse with it.
For example, I could create this item, and say it can only be Exotic Proficiency, but who's going to get that? A dedicated rogue/ninja. But what about other classes who TWF? A Two-Weapon Fighter Archetype could just as easily use these weapons as one-handed weapons instead of Light Weapons (since it's the reason why it's finessable), and it'll cut it down to a Martial Weapon, but it'll be classified as One-Handed and no longer finessable. Meaning if he wants the Finesse bonuses, he'll have to spend a feat.
| ClockworkWraith |
ClockworkWraith wrote:That's excellent! I've always been a fan of weapons that do 2d(n) damage, as to me it always signifies that even if the wielder only gets in a glancing blow, something wicked about the weapon means you always get in an extra cut or bit of pain. Like a nick on your defending arm, or a blade catching and hooking your skin somewhere. With a weapon with as many blade thorns as this one, I think that only makes sense.
May I ask why you added the option to wield it as a martial weapon as well?
It's for open-ness of its usage.
Creating an item just for use of a single class that could just as easily be fundamental to other, more similar classes/archetypes is somewhat silly, especially considering that such an item isn't a key ingredient to that targeted class's feature.
Yes, I can narrow down its usage to those it would fit appropriately, but I also don't want to cut it down too much, and for those who don't want to use an Exotic Proficiency can still use it, but they do so at a price, which is to lose its ability to Finesse with it.
For example, I could create this item, and say it can only be Exotic Proficiency, but who's going to get that? A dedicated rogue/ninja. But what about other classes who TWF? A Two-Weapon Fighter Archetype could just as easily use these weapons as one-handed weapons instead of Light Weapons (since it's the reason why it's finessable), and it'll cut it down to a Martial Weapon, but it'll be classified as One-Handed and no longer finessable. Meaning if he wants the Finesse bonuses, he'll have to spend a feat.
All valid points. ^_^ What do you think of making them exotic only, but adding the additional D3 damage to disarm, trip or sunder? In your opinion, would that further relegate them into the realm of ninjas and rogues, or would that make up for the cost of spending a feat use them? Also, do you think it would force the character into feeling like their every attack has to be a combat maneuver (and is that necessarily a bad thing)?
| Darksol the Painbringer |
It's up to you. If I were to make a weapon based on the description you've given, that's how I'd do it.
Making it exotic only isn't really a major issue. I implemented the Martial adaptation for other builds/classes, but for a homebrew game, it probably wouldn't matter that much. It'll still be a light weapon, and that's an important factor of its..."exotic-ness."
Unfortunately, by RAW you can't add damage to disarm and trip attempts, and that extra damage for sunder, as far as I know, only applies to the item you are sundering, which is best used as a barbarian. In addition, sunder only works more-or-less as part of a single regular attack only.
It could be a +1 weapon bonus to disarm, trip, and sunder attempts that stacks with all other bonuses when using that weapon for the attempt, though you'd have to either bump its multiplier down to X3, make it a one-handed weapon instead of a light weapon, or remove the defensive property I placed on it. Just because it's a unique weapon doesn't make it better; it just means it's something different, and with how I wrote it up, it's about as different as it gets (without being too overpowered, something a GM should also keep in mind when creating or implementing something).
With these known limitations set, it would be more geared toward a Rogue-like character, and it makes sense thematically; it's a wrist blade, something a typical Fighter would probably not be interested in anyway, and these kinds of weapons might be best for somebody like a Brigand or Ninja, something along those lines.
Honestly? A weapon, while it can be geared toward a certain build, doesn't mean the weapon should be limited to using just that specific build. A weapon needs variety in not just its utility, but also in where it applies. With how I set it up, it would be set toward a solo, defensive TWF Rogue/Ninja build, or a TWF Fighter archetype build that needs a touch more survivability, just off the top of my head. There are probably more it could be applied to. But those classes and build types may want them more than this weapon or that. That's because this weapon gives incentive to the build that they prefer.
The same concept applies to your version. Yes, the weapon gives benefits on disarm, sunder, and trip attempts while using that weapon, and it's an incentive for characters who use those combat maneuvers, but that doesn't mean it's not a good weapon in its own right; higher base damage die than a D6 (2D3), D3 (1D4), and a D8 as a Large is in line with it being a D6 to begin with. It's also a 19-20, which means its good to get a Keen/Improved Critical feat, and since it's a X4 Crit (which emulates the Scythe part of the weapon), which no other TWF weapon has, makes it damn worth it to get the feat for that alone. The rest is most likely overkill.
| Dabbler |
So I have a player who wants to dual wield two of these in our sci-fi/magic heavy game, and I challenge you to come up with some fun and viable stat builds for these exotic weapons!
From the illustrations they would either be saw-tooth sabres or shang-gou. Why stat out a new weapon when they effectively fit into an existing weapon?
| ClockworkWraith |
It's up to you. If I were to make a weapon based on the description you've given, that's how I'd do it.
Making it exotic only isn't really a major issue. I implemented the Martial adaptation for other builds/classes, but for a homebrew game, it probably wouldn't matter that much. It'll still be a light weapon, and that's an important factor of its..."exotic-ness."
Unfortunately, by RAW you can't add damage to disarm and trip attempts, and that extra damage for sunder, as far as I know, only applies to the item you are sundering, which is best used as a barbarian. In addition, sunder only works more-or-less as part of a single regular attack only.
It could be a +1 weapon bonus to disarm, trip, and sunder attempts that stacks with all other bonuses when using that weapon for the attempt, though you'd have to either bump its multiplier down to X3, make it a one-handed weapon instead of a light weapon, or remove the defensive property I placed on it. Just because it's a unique weapon doesn't make it better; it just means it's something different, and with how I wrote it up, it's about as different as it gets (without being too overpowered, something a GM should also keep in mind when creating or implementing something).
With these known limitations set, it would be more geared toward a Rogue-like character, and it makes sense thematically; it's a wrist blade, something a typical Fighter would probably not be interested in anyway, and these kinds of weapons might be best for somebody like a Brigand or Ninja, something along those lines.
Honestly? A weapon, while it can be geared toward a certain build, doesn't mean the weapon should be limited to using just that specific build. A weapon needs variety in not just its utility, but also in where it applies. With how I set it up, it would be set toward a solo, defensive TWF Rogue/Ninja build, or a TWF Fighter archetype build that needs a touch more survivability, just off the top of my head. There are probably more it could be applied to. But those classes...
Now THAT is how you write a counter-point! I'm sold: A by the rules, exotic, multi-platform weapon with both a solid defense and a truly killer critical. In fact, at this point it's really only the high crit that I think could be flagged as OP, but for some reason it does seem like a crit with one of those would be hard to survive.
| ClockworkWraith |
ClockworkWraith wrote:So I have a player who wants to dual wield two of these in our sci-fi/magic heavy game, and I challenge you to come up with some fun and viable stat builds for these exotic weapons!From the illustrations they would either be saw-tooth sabres or shang-gou. Why stat out a new weapon when they effectively fit into an existing weapon?
While I agree with you that either weapon -could- be used, the fun of this thread is conceptualizing a new set of stats for a non-existent weapon. ^_^
| stringburka |
Here's how I'd classify it:** spoiler omitted **
No,no,no, don't do that. That's simply the most powerful weapon in the game, hands down, and by a wide margin.
Never give a weapon a threat of more than 20 AND a multiplyer of more than x2. AFAIK there's only one such weapon now, the falcata, and it's so good two-handed fighters use that in two hands instead of getting a two-handed weapon. And that's 19-20 x3. Even if the weapon did 1d4 damage this one would be broken beyond repair.
Looking at one-handed weapons:
Mace deals 4.5 damage and crits increase total damage by 5%.
Longswords and battleaxes deal 4.5 base damage and both increase damage by 10%.
Scimitars and pick crits deal 3.5 base damage and both increase damage by 15%.
Falcata's (alone) deal 4.5 damage and increase damage by 20% (and is thus often the best weapons in the game for melee characters)
That weapon you presented deal 4 damage and increase damage by 30%. That's insane.
The game usually values 1 point of base damage equal to 5% damage increase from crits (at high levels crits are better and at low levels base damage is better). Being finessable is worth the same as 1 damage. Mace sits at 5.5 "points" of worth, daggers on 5.5 (both being simple weapons). Longswords, battleaxes, scimitars, picks, shortswords all sit at 6.5 "points" (being martial weapons). Bastard swords, waraxes and dueling swords all sit at 7.5 being exotic. The falcata is at 8.5, and your suggested weapon is at 10.
Don't go there. Every melee character will use it or feel gimped.
| Darksol the Painbringer |
@ Stringburka
Is it really that powerful? I don't even notice it.
It requires a specific Exotic Weapon Proficiency, and is only a light weapon, meaning no 2-handing for 1.5X strength, and it's Finnessable due to that quality, so it balances out in that regard, meaning it won't ever outbeat the Falcata in terms of raw damage.
The special ability it gives is quite situational, and one that actually favors the player in decreasing their offensive capabilities for defensive ones, should they choose. And if they don't choose to, well...I hope they enjoy getting that nasty Poisonous Bite or that Level Drain.
It's 19-20 X4. If there's anything super powerful about this, it's that. I could've did 20 X4, but that defeats its concept of being a blade and scythe-like at the same time, which is what I am trying to emulate.
Even if I stuck to Falcata-level crit stats (which is a fair compromise to say the least regarding its properties), it wouldn't even be better than the Falcata due to its severely weak base damage. 2D3? I might as well hit with 2 unarmed strikes, which are simple weapons, for that.
yellowdingo
|
By the look of it they are used like daggers if you are leaping out to back stab some dude with a spear length blade...
Lets give it three techniques:
Assassin's Spear Method: that would require absolute surprise and initiative on your part to inflict 1d6+1 (or multiples of that for the sucessful Backstab) damage. Unfortunately the method of attack leaves you heavily exposed (+4AC penalty to attacks by weapons that can make the attack in the same round from the side and underneath).
Brigand's Cutlass Method: Basically a Sword with a star-knife as a defensive weapon (Gladiator's Cestus) to replace the defensive armor role of the ordinary hilt guard.
The Gladiator's Cestus Method: This is the use of the Starknife as a boxing/striking weapon which uses the long blade to provide body length defensive blocks against any attack/swing from left side or right side.
| stringburka |
It's 19-20 X4. If there's anything super powerful about this, it's that. I could've did 20 X4, but that defeats its concept of being a blade and scythe-like at the same time, which is what I am trying to emulate.Even if I stuck to Falcata-level crit stats (which is a fair compromise to say the least regarding its properties), it wouldn't even be better than the Falcata due to its severely weak base damage. 2D3? I might as well hit with 2 unarmed strikes, which are simple weapons, for that.
Yes, it's that. And base damage doesn't really matter at higher levels. Giving the benefits of a two-handed weapon and a one-handed weapon in a single weapon. And 2d3 is just .5 damage worse than a falcata. And many, many people voted for nerfing the falcata as it's too good compared to almost every other weapon in the game (the only weapons that can compete are those with another niche, such as reach weapons)
Take a standard dual-wield fighter at 10th level. Attack/damage bonuses will be somewhere around:
Attack +10/+10/+5/+5 BAB +6 Str +2 Weapon Training +2 GWF +3 Magic -3 Power Attack -2 TWF. Total is +18/+18/+13/+13
Damage +6/+6 Str +2 WT +2 Weapon Specialization +3 magic +6/+3 Power attack.
(it could be higher but I won't do a full optimization)
Feats: TWF, ITWF, WF, WS, PA, 2WeapSlice; only 6 of 11 feats for a non-human fighter, so picking up EWP isn't an issue at all. I would compare to exotic light weapons, but the best exotic light weapons have the same stats damage wise as short swords or kukri - another design choice this weapon breaks - so i'll use those.
With Short Swords (avg damage main/sec 22.5/19.5), DPR vs a CR 10 (AC24) creature is:
.75*22.5+.1*.75*22.5 +
.75*19.5+.1*.75*19.5 +
.5*22.5+.1*.5*22.5 +
.5*19.5+.1*.5*19.5
= 57.75
With Kukri (avg dmg 21.5/18.5)
.75*21.5+.15*.75*21.5 +
.75*18.5+.15*.75*18.5 +
.5*21.5+.15*.5*21.5 +
.5*18.5+.15*.5*18.5
= 57.5
(at higher levels the kukri will win out due to thread range)
Now, compare to your weapon (avg damage 23/20):
.75*23+.1*.75*23*3 +
.75*20+.1*.75*20*3 +
.5*23+.1*.5*23*3 +
.5*20+.1*.5*20*3
= 69.88
This weapon does more for the DPS than weapon focus and greater weapon focus _combined_ (your weapon without those feats are at 58.7, still noticebly higher than the others). It's far more powerful than Weapon Specialization, which is already considered so good only a single class has access to it (and take it as soon as it can). So it being exotic doesn't really matter. Even if it's dropped to 19-20*3 it's DPR is 64.5.
A weapon should only have either better threat range OR better crit multiplyer. Never both. The falcata was bad design, doing a weapon far, far better than the falcata is a terrible idea.
| ClockworkWraith |
Darksol the Painbringer wrote:
It's 19-20 X4. If there's anything super powerful about this, it's that. I could've did 20 X4, but that defeats its concept of being a blade and scythe-like at the same time, which is what I am trying to emulate.Even if I stuck to Falcata-level crit stats (which is a fair compromise to say the least regarding its properties), it wouldn't even be better than the Falcata due to its severely weak base damage. 2D3? I might as well hit with 2 unarmed strikes, which are simple weapons, for that.
Yes, it's that. And base damage doesn't really matter at higher levels. Giving the benefits of a two-handed weapon and a one-handed weapon in a single weapon. And 2d3 is just .5 damage worse than a falcata. And many, many people voted for nerfing the falcata as it's too good compared to almost every other weapon in the game (the only weapons that can compete are those with another niche, such as reach weapons)
Take a standard dual-wield fighter at 10th level. Attack/damage bonuses will be somewhere around:
...
With Short Swords (avg damage main/sec 22.5/19.5), DPR vs a CR 10 (AC24) creature is:
.75*22.5+.1*.75*22.5 +
.75*19.5+.1*.75*19.5 +
.5*22.5+.1*.5*22.5 +
.5*19.5+.1*.5*19.5
= 57.75With Kukri (avg dmg 21.5/18.5)
.75*21.5+.15*.75*21.5 +
.75*18.5+.15*.75*18.5 +
.5*21.5+.15*.5*21.5 +
.5*18.5+.15*.5*18.5
= 57.5
(at higher levels the kukri will win out due to thread range)Now, compare to your...
Wow, Amazing work on breaking down the math there! But it does lead me to asking a few questions:
1.) This logic suggests that only the standard melee or two-handed melee characters should be allowed to use a weapon of such considerable power, and that TWF characters should just make do with what they have. To me that seems like giving gold to one class, and silver to another. Keeping in mind that it is a light weapon, Wouldn't a two handed fighter not even consider this weapon in favor of the Falcata?2.) (The Most Important Question!) Given your exceptional knowledge on the inner mechanics of the game, How would -You- stat this weapon? Keep in mind that we are going for a competetive weapon with an exotic feel, and trying not to make another "well-this-weapon-is-different-and-looks-neat-but-no-one-in-their-right-min d-would-use-it" weapon. Due to the amount of people constantly screaming "NERF!", Pathfinder has enough of those already.
| ClockworkWraith |
Mace deals 4.5 damage and crits increase total damage by 5%.
Longswords and battleaxes deal 4.5 base damage and both increase damage by 10%.
Scimitars and pick crits deal 3.5 base damage and both increase damage by 15%.
Falcata's (alone) deal 4.5 damage and increase damage by 20% (and is thus often the best weapons in the game for melee characters)
That weapon you presented deal 4 damage and increase damage by 30%. That's insane.The game usually values 1 point of base damage equal to 5% damage increase from crits (at high levels crits are better and at low levels base damage is better). Being finessable is worth the same as 1 damage. Mace sits at 5.5 "points" of worth, daggers on 5.5 (both being simple weapons). Longswords, battleaxes, scimitars, picks, shortswords all sit at 6.5 "points" (being martial weapons). Bastard swords, waraxes and dueling swords all sit at 7.5 being exotic. The falcata is at 8.5, and your suggested weapon is at 10.
...
With Short Swords (avg damage main/sec 22.5/19.5), DPR vs a CR 10 (AC24) creature is:
.75*22.5+.1*.75*22.5 +
.75*19.5+.1*.75*19.5 +
.5*22.5+.1*.5*22.5 +
.5*19.5+.1*.5*19.5
= 57.75With Kukri (avg dmg 21.5/18.5)
.75*21.5+.15*.75*21.5 +
.75*18.5+.15*.75*18.5 +
.5*21.5+.15*.5*21.5 +
.5*18.5+.15*.5*18.5
= 57.5
(at higher levels the kukri will win out due to thread range)Now, compare to your...
Seriously; That's impressive. Great breakdown!
| stringburka |
1.) This logic suggests that only the standard melee or two-handed melee characters should be allowed to use a weapon of such considerable power, and that TWF characters should just make do with what they have. To me that seems like giving gold to one class, and silver to another. Keeping in mind that it is a light weapon, Wouldn't a two handed fighter not even consider this weapon in favor of the Falcata?2.) (The Most Important...
No, the logic suggests no-one should have a 19+x4 weapon. 19+x3 is far less bad, which is what they're using now. And I do not think the Falcata was good design - I don't allow it's stats in my games.
From an optimization standpoint, it makes the TWF a lot better in damage than the two-hander, and the two-handed fighter would only rarely exist (reach being the exception).
The thing is, if you allow it, consider that it will be the most common weapon among all trained combatants in the games world. Right now (or rather, pre-falcata), longswords, scimitars, battleaxes, bastard swords and other weapons are balanced in such a way that the best weapons for most people are the most common weapons for the world in question and most closely resemble the fantasy we mostly think of when thinking high fantasy.
It makes sense for human armies to train their warriors with longswords and weapon focus (longsword), or maybe exotic weapon (bastard sword), so swords are among the most common weapons you'll see on a battlefield. If you allow a weapon that is far better than a longsword, most kingdoms would naturally train their soldiers to use them and all other weapons would fall out of usage (barring those made for other purposes than close combat, like bows and spears).
EDIT: I'd probably stat it as an exotic weapon with properties like a scimitar, but taking penalties as a light weapon when two-weapon fighting. When fighting defensively, it increases the bonus by +1.
Thus it practically works like kukri with +1 damage and a minor other benefit - much like how bastard swords are like longswords with +1 damage. It still reflects the specific fighting style of using two large swords together and the strong defense it grants.
It's hard to make truly unique weapons; I'd have prefered if weapon descriptions where more vague. I think it's worse to have a bazillion different stats for swords based on... more or less nothing, more often than not not making sense (scimitars being easier to find a weak spot with than a short sword? dafuq?)
EDIT: There's a lot of people who do great math breakdowns here; I'm kinda "newbish" when it comes to that. Check out the excellent DPR Olympics to drown in wonderful geekiness.
| ClockworkWraith |
Here's what I'm thinking so far:
Exotic One Handed Weapon
Cost:25g
Damage: 2D4 (M), 2D3 (S), 2D6 (L)
Critical: X4
Range: --
Weight: 5 lbs.
Type: Slashing or Piercing, Blocking, Disarm
Benefit: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with this weapon if it is sized for you, even though it isn't a light weapon.
EDIT: As they are meant to be wielded in pairs, perhaps when they are wielded in pairs the defense or disarm bonus increases?
| stringburka |
Try comparing your weapon to those that exist, and don't make it more powerful than any that exist.
That's a one-handed elven curve blade where you lose just .5 damage and the sunder ability, but get the blocking and disarm abilities as well. So it would be about as good as one of the best existing weapons - if it was two-handed. Now it's far better.
It's an aldori dueling sword with .5 higher damage, one extra point of crit as well as a bunch of good bonuses. Who with a dexterity build wouldn't take this over a dueling sword? Compare it to a short sword, a common weapon for rogues and others who don't get that many feats.
Would they invest in Weapon Focus - Shortsword (which gives them +1 to hit) or EWP: This sword (which gives them 1.5 extra damage, 5% more total damage, bonuses on crits and fighting disarmed)?
The best way to go about this is to take a martial weapon that exists and is similar in size - a rapier for example - and add something worth 1-1.5 "point"; 1 higher average damage, 5% increase in crit efficiency, or something similar. Special abilities should mostly be considered about half a point, as should extra damage types. Consider that EWP should be worth about equal to a feat (and not a special fighter-only feat), and most special abilities are worth about a trait.
From that we could have something like:
Exotic One Handed Weapon
Cost:25g
Damage: 1d6 (M), 1d4 (S), 1d8 (L)
Critical: X4 (equal to 18+)
Range: --
Weight: 5 lbs.
Type: Slashing or Piercing, Blocking, Disarm
(EWP grants you an extra damage type, +1 bonus when fighting defensively, and a +2 bonus when trying to disarm. This is about 2-3 traits worth of abilities)
Or:
Exotic One Handed Weapon
Cost:25g
Damage: 2d4 (M), 2d3 (S), 2d6 (L)
Critical: X4 (equal to 18+)
Range: --
Weight: 5 lbs.
Type: Slashing
(EWP grants you +1.5 extra damage, slightly less than the fighter-only weapon specialization but more than EWP Bastard Sword will give you).
Or:
Exotic One Handed Weapon
Cost:25g
Damage: 2d4 (M), 2d3 (S), 2d6 (L)
Critical: X3 (equal to 19+)
Range: --
Weight: 5 lbs.
Type: Slashing or Piercing, Blocking
(EWP gets you +.5 extra damage compared to rapier, as well as an additional damage type and a +1 AC bonus when fighting defensively)
EDIT: Note that the gains is a "worst case scenario" where you have access to good martial weapons.