| Ethereal Gears |
Hey gang. So I had this idea for a feat to let people basically use the sunder maneuver to sunder natural weapons just like manufactured weapons, and I threw this together:
I'd appreciate any comments or views. Does this seem balanced at all? If not, what changes would you suggest to make it so? Is the whole idea of sundering natural weapons a non-starter? If so, why? Hope people find this interesting.
Cheers,
- Gears
| Ethereal Gears |
I actually wrote up a whole rebuild of called shots that this was part of, but it became too big and I didn't feel equal to the task of completing it. Instead I salvaged this and reconfigured it as a separate mechanic. I understand someone seeing this feeling it would work better within a called shots framework, but I believe it could be viable as a stand-alone feat.
Some people don't like dragging on board entire great big new sub-systems. I'm one of them. I like my homebrewing minimalistic, except when creating whole new base classes. So what I'm hoping to design here is a NW-sundering feat that can stand on its own without tacking on a whole new sub-system.
Anyway, cheers for the comment. Please, do try it out. As things stand now, natural weapons will on average have both higher hardness and hit points than manufactured weapons, as well as being far easier to repair, even in the midst of combat. This is of course intentional, but I'd be curious to see whether people feel I've made sundering a natural weapon too small of a debuff through this or if it feels right.
EDIT: I should say, obviously, that if people truly feel that the best use for this would be to incorporate it as the basis for a called shots system, I do obviously have some ideas in that direction, and would totally be happy to discuss that too. In case my earlier reply sounded a bit too standoffish.