Lemmy's Custom Weapon Generation System!


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Are you tired of seeing scimitars everywhere? Bored of everyone carrying a longbow even in settings where sniper rifles are a thing? Have you ever wished to see a Barbarian wielding anything other than a falchion?

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Lemmy's Custom Weapon Generation System is just the tool you need to infuse weapon variety in your games!

Now you can create and customize your weapons without sacrificing neither game balance nor character concept!

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*Lemmy Homebrew Corp is legally bound to inform our viewers and customers that this discount results in a total saving of 0 (zero) US dollars.


Lemmy wrote:
*Lemmy Homebrew Corp is legally bound to inform our viewers and costumers that this discount results in a total saving of 0 (zero) US dollars.

Costumers ? Where are the costumes ?

More seriously : the links give you Revised Fighter document. Not anything in relation with weapon generation (unless the fighter is able to create weapons for the air ?)


Yeah, boo! I came here for weapon generation, not sweaty fighting men! I want my zero bucks back! :O


Well, first of all, I'd like LemmyCorp to stop dodging the question on the public's mind and finally respond to all these allegations regarding goblin child sweatshops.

Onto the system itself:

Am I missing something, or is the '19-20/x3' critical threat range unattainable in this system? I rather like that range, myself.

Again, this might be me missing something, but there's no feature in this that would make a crossbow good, right? I see rules for making composite bows and touch-AC-targeting firearms, but nothing to help a bolt-slinger out. That would be kind of cool, though maybe it isn't within your design parameters to start creating a bunch of wholly unique weapon modifications.

Otherwise, I think this looks really neat and I may very well yoink it for my homebrew campaign.

Cheers,
- Gears


Cool beans!

This is something I'd been tinkering at since 3.5e, so it's great to see it fully statted out.

Some thoughts...

1. I like the way you've made bludgeoning, slashing and piercing mean different things to the damage table. Tweaking to have different crits or ranges is simple enough as a weapon modification it seems.

2. There's no ranged Slashing entry. This guy feels a little left out. I mean, you could add a weapon modification to add slashing to your ranged weapon, but it doesn't seem to fit with either piercing or bludgeoning concepts.
I can see slashing as more than just the chakram too, especially once we get into the ideas of ammo launching weapons.
Just seemed weird to completely exclude an entire weapon type from ranged. I'd probably just add a little * on piercing and say that you can choose "slashing" as the weapon damage type on that same column (lower damage, further range).


Ethereal Gears wrote:
Am I missing something, or is the '19-20/x3' critical threat range unattainable in this system? I rather like that range, myself.

Add the weapon crit modifier modification (3 point cost) to your slashing weapon, or the crit range modification (also 3 point cost) to your piercing weapon.

Or if you have an exotic bludgeoner, add both.

Ethereal Gears wrote:
Again, this might be me missing something, but there's no feature in this that would make a crossbow good, right? I see rules for making composite bows and touch-AC-targeting firearms, but nothing to help a bolt-slinger out. That would be kind of cool, though maybe it isn't within your design parameters to start creating a bunch of wholly unique weapon modifications.

Technically there's nothing preventing you from adding the String Weapon modification to your crossbow.

But if you meant a specific weapon modification for crossbows itself, something unique, then you'd have to come up with one.

Note, a longbow in this system would require 3 craft points spent on improved reload to bring it down to at least free action. 4 if you wanted it down to "no action", so you can take advantage of Attacks of Opportunity feats based on ranged combat.

If you don't spend that on the crossbow, or have the crossbow as 1handed and start from lower reload times, you can add a bunch of other modifiers.


Ethereal Gears wrote:
Well, first of all, I'd like LemmyCorp to stop dodging the question on the public's mind and finally respond to all these allegations regarding goblin child sweatshops.

Those are just unfounded rumors spread by our rivals. Lemmy Homebrew Corp does not consider Goblin to be children.

Ethereal Gears wrote:

Onto the system itself:

Am I missing something, or is the '19-20/x3' critical threat range unattainable in this system? I rather like that range, myself.

That is possible. But it requires a lot of crafy points. Just take a slashing weapon and add the "additional damage type (piercing)" and "improved critical multiplier" weapon modifications. Or take a piercing weapon and add "additional damage type (slashing)" and "improved critical threat range"

Ethereal Gears wrote:
Again, this might be me missing something, but there's no feature in this that would make a crossbow good, right? I see rules for making composite bows and touch-AC-targeting firearms, but nothing to help a bolt-slinger out. That would be kind of cool, though maybe it isn't within your design parameters to start creating a bunch of wholly unique weapon modifications.

There a very simple 3-step solution for the crossbow problem:

Step 1 - Create a ranged weapon.
Step 2 - Add the "string weapon" modification to it.
Step 3 - Call it a crossbow.

Ethereal Gears wrote:

Otherwise, I think this looks really neat and I may very well yoink it for my homebrew campaign.

Cheers,
- Gears

Thank you. Lemmy Homebrew Corps is proud and grateful to count you among our customers.


Oh! I should've spotted that when you add two damage types together you also get to merge the crit ranges/multipliers and pick whichever is better.

While I get that your crossbow solution would be doable, something about a "composite" crossbow just rubs me the wrong way. Everyone has their own bits of realism that they're extra touchy about, I'm sure. It's not a rational thing, but it just doesn't work for me. I want composite bows to add Str to damage. Crossbows I want to add Dex or Int or something. But, as stated, that kind of thing may be beyond the scope of this project. I just find it sad that one has to play a bolt ace to make "crossbows" useful, rather that it being an inherent part of the weapon system that they don't suck.

Cheers,
- Gears


If you wanted something wholly unique, you could create a weapon modification like the following:

Sniper Weapon: This weapon deals greater damage when used to line up a single powerful shot. The weapon doubles weapon damage before multipliers when making a Focused Shot or Vital Strike attack. A weapon with this modification can't have the Stringed Weapon or Gunpowder Weapon modification.
Requirements: Ranged Weapon Craft Points: 0*

So a 1d8 weapon would deal an extra 1d8 damage on their focused shot or vital strike attacks. Which is equal to a 12 to 26 Stat for adding damage.
Limited situation, but that's how I see a crossbow or sniper rifle being used.. one big shot per round.
Especially if you can fit it into the sniping stealth rules.


Yeah, I definitely think augmenting single-shot attacks would be the feel to go for to give crossbow-type weapons a cool niche. A weapon modification like that would be a good start, but you would need more to really give it proper oomph. However, that's probably something more suitably solved via feats than weapon mods.

Also, I am worried LemmyCorp may sue us for misuse of their corporate forum space with this derail! :O

Cheers,
- Gears


Ethereal Gears wrote:

While I get that your crossbow solution would be doable, something about a "composite" crossbow just rubs me the wrong way. Everyone has their own bits of realism that they're extra touchy about, I'm sure. It's not a rational thing, but it just doesn't work for me. I want composite bows to add Str to damage. Crossbows I want to add Dex or Int or something. But, as stated, that kind of thing may be beyond the scope of this project. I just find it sad that one has to play a bolt ace to make "crossbows" useful, rather that it being an inherent part of the weapon system that they don't suck.

Cheers,
- Gears

Spoilers to avoid derail. This argument has proven itself capable of taking over entire threads.

Crossbows as String Weapons:
Do note that it would be more realistic and consistent if crossbows did add the character's Strength modifier to damage.

That Str modifier bonus to composite bows' damage is there to represent the energy transferred from the character's muscle into the bow's string and then into the arrow (which is then used to propel it into the target).

Crossbows work exactly the same way. the only difference is that you have an extra "stop" in the energy transference process. You transfer it to the crossbow's lever, then it goes to the string and so on. In fact, since the whole point of levers is maximizing force, an argument could be made that crossbows should be allowed to add 1.5x the shooter's Strength modifier, like a 2-handed weapon.

Also, thanks for the feedback! :)


Kaisoku wrote:

Cool beans!

This is something I'd been tinkering at since 3.5e, so it's great to see it fully statted out.

Some thoughts...

1. I like the way you've made bludgeoning, slashing and piercing mean different things to the damage table. Tweaking to have different crits or ranges is simple enough as a weapon modification it seems.

Thank you. We are pleased to please our customers.

Kaisoku wrote:

2. There's no ranged Slashing entry. This guy feels a little left out. I mean, you could add a weapon modification to add slashing to your ranged weapon, but it doesn't seem to fit with either piercing or bludgeoning concepts.

I can see slashing as more than just the chakram too, especially once we get into the ideas of ammo launching weapons.
Just seemed weird to completely exclude an entire weapon type from ranged. I'd probably just add a little * on piercing and say that you can choose "slashing" as the weapon damage type on that same column (lower damage, further range).

A better fit for chakrams and similar weapons would be a melee weapon with the Thrown weapon modification. Additionally, a projectile is only a slashing weapon if it grazes the opponent. If the shot if well-centered, it'll pierce its target, no slash it (though it may leave a very wide hole behind).

That said, the Ranged Piercing Weapon template can easily be adjusted to also apply to Ranged Slashing Weapons as well.

Thank you for the feedback! :)


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Lemmy Homebrew Corp, or "LemmyCorp" in the patois of the business press, is nothing but a shameless not-for-profit enterprise that provides well-thought-out and easy-to-use homebrew content for the Pathfinder Roleplaying Game without paying any heed to civic virtues like corporate greed. This well-balanced, elegantly modular "build your own weapon" system is just another in a long line of these immorally neat and useful products. For shame, sir. For. Shame.

I get your crossbow point, by the by, Lemmy. I still feel like there are crossbows you reload mechanically rather than via strength, but as I said, it's not really a rational objection regarding weapon realism, and more about how I want crossbows to have a different "feel" than regular bows.

I still think you should have slashing ranged weapons. This is about imagination and modularity after all. I want China Miéville's rivebows and I want them now!

- Gears

Community & Digital Content Director

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Merged threads and reorganized info a bit so first post has correct info :)


Ethereal Gears wrote:

I still think you should have slashing ranged weapons. This is about imagination and modularity after all. I want China Miéville's rivebows and I want them now!

- Gears

True, the difference between a buzzsaw blade embedding in someone and a bolt or arrow piercing someone, is about the same as taking a spear to the chest or a longsword smack against the chest. Not all slashing weapons cut across the target.. in fact, swords dealing damage against armored opponents are about making a finer point of contact to try and get damage through to the other side, not to actually cut through the armor or always find a weak spot.

It's why there's the flanged mace.

But to Ethereal Gears, look at the ranged weapon table. What would you give a slashing weapon? Blunt is less range, higher damage. Pierce is higher range, less damage. There's only two factors to tweak.
Hence why I said maybe just make slashing work off the ranged piercing stats.


Kaisoku wrote:

What would you give a slashing weapon? Blunt is less range, higher damage. Pierce is higher range, less damage. There's only two factors to tweak.

Hence why I said maybe just make slashing work off the ranged piercing stats.

Low Damage, Low Range, Higher Critical Chance could be both balanced and in accordance with the Blunt/Slash/Pierce differences of melee weapons.

So a Slashing Ranged Weapon could have Damage as a Piercing weapon, Range as a Bludgeoning Weapon, and have a 19-20/x2 critical.

"Now, the police is fully equiped with Jutte. I feel safer that when they waved swords around"
-- Anonymous merchant, in a city using Lemmy Homebrew Corp® Jutte™ (Martial One-Handed Bludgeoning Melee Weapon (Locking, Disarm, Finesse, Nonlethal, Trip))


Hey, guys & gals! Thanks for the wonderful feedback! And thank you, Chris for fusing the threads. I really appreciate it. :)

Anyway, the reason I haven't updated this project in a while is because I recently moved to a new house, so my internet is temporarily down. I can post from my phone, but accessing and editing a googledoc from it is a pain in the ass. :P

That said, I'm looking through and taking note of your feedback. Thank you for all your criticism and suggestions. I'm really glad you are enjoying this homebrew. :)

Love,

Lemmy Von Lemminstein - Founder, owner, president, C.E.O and janitor of Lemmy Homebrew Corp.


@Kaisoku: As Aralicia pointed out, it can all be fixed with crit ranges and multipliers. I would keep the blunt ranged damage as is or boost it by another die step. I would keep piercing as is but add a 20/x3 crit thing. I would give slashing piercing's damage, blunt's range and give it 19-20/x2 to crit. I think this would solve all of our problems. :)

Cheers,
- Gears

@Lemmy: Just so you know, us investigative reporters are looking into the strange correlations between these "moves" of yours and Motörhead's merciless touring schedule.


This is awesome!

I'll be using this soon...

I'm beginning a Thunderscape campaign soon, and so I want to expand on this to include some of those elements as modular features, too (also of note: guns don't target touch AC, so my suggestions should be viewed in that light)

Crank: You can increase the tension on a loaded weapon by tightening the winch as a move action, imposing a +1 damage bonus to your next attack roll with the weapon. This damage bonus stacks up to four times, at a cost of one move action per +1 of damage bonus. The weapon can be loaded and winched in advance with no harm to the weapon or danger of misfire.
Special: A weapon with this modification cannot have the String Weapon or Gunpowder Weapon modifications
Requirements: Ranged weapon. Craft Points: 2

Hidden: This weapon is easily concealed, granting a +4 bonus on Sleight of Hand checks to conceal it.
Requirements: Light weapon Craft Points: 0*

Scattershot: You may fire both 'ends' of a ranged double weapon as a single attack, either dealing 1 additional die of damage (dmg uses smallest die size available (2d4, 3d4, etc.)) against one target, or 1 less die of damage, but against 2 adjacent targets, but with a -4 to-hit against each target.
Requirements: Ranged weapon, Double weapon Craft points: 3

This one is for making more advanced firearms

Ammo Clip: You may fire this weapon 3 times before reloading.
Each time you reload, this count resets
Special: You may take this mod multiple times. Each time, increase the number of times you can fire between reloads by 3.
Requirements: Ranged weapon Craft points: 1

And one to make sword-pistols (or bayonet rifles)

Hybrid: This weapon was designed for both melee and ranged use, generally by affixing one to the other. Choose a simple weapon template of the same size as the base weapon. This weapon can be used as either form, but the second form takes a -4 penalty to attack rolls.
Special: Modifications can be added to either weapon, but they are counted together.
Requirements: None Craft Points: 2

Not really sure if these craft points are fair... suggestions?

I was also considering trying to work in an option that would allow a weapon to use the wielder's unarmed strike damage, but I don't know if that should be a mod, or its own weapon template, or what.


@Stalchild: Oh, this is some cool stuff. Again, this just me harping on about my g%*#$*n crossbow obsession (^_^), but doesn't the crank ability feel a bit underpowered and overpriced? I mean, sacrificing your full attack for +1 damage is bad enough, but requiring two full rounds beforehand (spending four move actions in total) to add +4 on a single attack roll? Just compare that to what a kineticist can achieve via gather power. Ay, ay, ay.

At least, wouldn't it be reasonable to say you can ramp it up to the full +4 bonus as a full-round action? Even with that, this ability would require some very generous feat support to make it worth it, I think. I like the flavor and concept of the winching, though. Maybe the damage bonus could somehow scale with BAB, instead of just being a flat +4? I'm not sure exactly how you'd scale it to make it balanced, but it seems like a logical move.

The other ones all look really cool and flavorful and I will steal them all! Possibly the attack roll penalty for the bayonet option seems a bit excessive. I think -2 would suffice.

Cheers,
- Gears


-4 penalty is what is used for an improvised weapon, or complete non-proficiency.

If it's still functionally built to be a weapon, just a bit harder to use, I'd go with a -2. Especially with Hybrid... because the rules already allow using a weapon in a different way (say a bow as a melee weapon), if you treat it as an improvised weapon similar to a club (-4 to hit). If this hybrid weapon was *built* as a second weapon type, then it should just have an "unwieldy" penalty (-2).

For the Crank ability, I totally thought you were going to base the cranking bonus on attacks, not move actions, while I was reading through it.


For Crank, I took it straight out of Thunderscape. I'm ok with that being the limit of the damage bonus, but I think I'd make it multiply with Vital Strike and the lot, as that would allow for a more 'sniper-y' feel. Thunderscape also encourages a switch-hitting approach, so I'm expecting a lot of 'shoot once, fully cranked, then drop weapon to engage melee.'

It also works a little better in games using the revised action economy (3 winches a round)

As for Hybrid, I'd say -2 sounds like a reasonable change. The only reason I'd set it so high was because you're armed with a weapon that essentially grants the ability to make attacks of opportunity while wielding a ranged weapon. It's not any different from taking Improved Unarmed Strike, so I wasn't sure how to value the cost of a feat. I'm relatively new to designing specific mechanics (as opposed to cobbling together old ones into a functional state).


Those are great ideas. We at Lemmy Homebrew Corp are proud to shamelessly steal lawfully patenteate some of them.


Ethereal Gears wrote:
@Lemmy: Just so you know, us investigative reporters are looking into the strange correlations between these "moves" of yours and Motörhead's merciless touring schedule.

a scientific study demonstrated that Motorhead music induces drivers to drive faster. Therefore, to make the transportation of our servers faster and smoother, it only makes sense to arrange the moving day to coincide with Motorhead's tour.


Lemmy, awesome stuff, man. I'm really impressed.


This is scarily close to the same system I implemented in my home games...though costs and abilities vary quite a bit and I wanted the ability to replicate scythes and similar. Cool!

Had issues adding guns into the mix myself. Still trying to puzzle that one out as they are just so different.


Thank you for your feedback, dear customers.

We are proud to announce that we are revising the rules for creating ranged weapons. Our goal is to make them simpler, faster and more versatile.

One of our possible projects is to split different types of ranged weapons (string, gunpowder, etc) into separate templates instead of adding them as modifications. You'll be able to check these modifications once we have a more complete list y of changes.

Once again, thank you for all your suggestions and criticism.


Ooh, another idea:

Weapon flaws that could add extra craft points? My only current ideas are essentially reversing some of the current mods- increasing reload times, or reducing damage die size. I'd probably only give 1 point for each downgrade, even for the dmg one, and limit the number of times it can be done (2 or 3) to eke out some more combos

Heavy Shotgun (Exotic Two-Handed Piercing Ranged Weapon w/ Improved Critical Multiplier, Improved Damage Dice x2, Adt'l Dmg Type (Bludgeoning), Ammo Clip, extended reload time, reduced range x2) Add gunpowder weapon if your campaign runs that way.

comes out to 6 points (2d6 x3, bludgeoning/piercing, 30ft range, 3 shots before reload). This may be too much, not really sure.

Of course, if you dropped the flaws, one of the dmg improvements, and the bludgeoning, it's still 2d4 x3 against touch AC within 90 ft, with 3 shots. Which sounds too strong. I'm thinking ammo clip may need an increased cost when used with the gunpowder mod.

Oh, and I was thinking on Crank- either make it 0 craft points, to put it in line with the other ranged types, or make each crank add 1/2 your strength modifier, minimum 1. The first sort of establishes three distinct ranged types; gunpowder, string, or cranked. The other adds a decently higher amount of flat damage, but it's essentially only to one or two attacks in a fight.

Thoughts?


Maybe non-linear progression for flaws ?

1 flaw - 1 point
3 flaws - 2 points
6 flaws - 3 points


Zoolimar wrote:

Maybe non-linear progression for flaws ?

1 flaw - 1 point
3 flaws - 2 points
6 flaws - 3 points

The only thing I can see there is that 6 flaws would, on a melee weapon, would mean reducing a 2-handed weapon's damage to nothing, since it doesn't have range or reload times to affect.

But then, maybe there are some other flaw options that would make that viable. -2 penalty to attacks?


I thought about adding flaws....But those can get too convoluted and would likely probably break the craft point cost math... So I chose not to bring them into the mix.


Hmm.

Spear (Two-Handed, Martial)

1d8 p/b, 20/x3

Additional Damage Type (Bludgeoning) [1]
Brace [0]
Non-lethal (Bludgeoning only) [1]
Reach [0]
Finesse [0/1]
Thrown [0/1]

Dueling Halberd (Two-Handed, Martial)

2d4 s/b/p, 19-20/x2

Additional Damage Type (Bludgeoning) [1]
Additional damage Type (Piercing) [1]
Brace [0]
Reach [0]
Finesse [0/1]
Trip [0/1]

Longsword (Two-Handed, Martial)

2d4 s/p, 19-20/x2

Additional damage Type (Piercing) [1]
Distracting [1]
Double (Must use slashing damage as one end and piercing damage as other)[0]
Finesse [0]
Grapple [1]
Performance [1]

Battle Axe (Two-handed, Martial)

2d6 s/b, 19-20/x2

Additional Damage Type (Bludgeoning) [1]
Disarm [1]
Improved Damage Die [2]
Trip [0]


Huh... Rereading the thread, I just realized I didn't add any sample weapons to my homebrew... I'll fix that as soon as I have access to a PC with a functional internet conection.

Dr. Lemmy Von Lemminstein - Founder, owner, president, C.E.O and janitor of Lemmy Homebrew Corp.


Good concept. Really nice option for players who aren't afraid to get dirty with some mechanics.

Do you think gunpowder weapon might not be a bit too good? With your system, I can make a gunpowder weapon that is a free action to reload with some extra goodies and that's still a martial weapon. Since the touch AC doesn't even have the one range increment limitation that the current variety does, I can't figure out why I'd pick anything else. In terms of being able to cheese encounters that they have no right to beat, I've seen gunslingers even outdo well-played casters; demigod monster has huge saves, huge SR, and a touch AC a gunslinger can't miss. What do you think about having gunpowder weapons ignore X amount of AC from armor/natural armor with a suitable crafting cost attached?


Pandora's wrote:

Good concept. Really nice option for players who aren't afraid to get dirty with some mechanics.

Do you think gunpowder weapon might not be a bit too good? With your system, I can make a gunpowder weapon that is a free action to reload with some extra goodies and that's still a martial weapon. Since the touch AC doesn't even have the one range increment limitation that the current variety does, I can't figure out why I'd pick anything else. In terms of being able to cheese encounters that they have no right to beat, I've seen gunslingers even outdo well-played casters; demigod monster has huge saves, huge SR, and a touch AC a gunslinger can't miss. What do you think about having gunpowder weapons ignore X amount of AC from armor/natural armor with a suitable crafting cost attached?

This. I have never had a problem with the flavor of guns in my campaigns, but I do not like how PF handles them mechanically. Which is why I mentioned above that, at least for me, that particular mod is not going to be available to my players.

But, outside my home games, I'm going to agree with Pandora that gunpowder weaponis too good. I think it should either A) only apply to the first range increment, B)have an increased craft cost, or C) both.

EDIT: to not put words in other people's post


Armor?


This is close to what I thought about many times but never actually put into text.

Anyway, about the strict rules... have I misread or outright missed something, or with this system you can have much better (and thus unbalanced) longswords, greatswords, and others?

Martial one-handed slashing: 1d6/19-20, 4 CP available.
Add two Increased Damage Die (2 CP each; stacking), and you have a 1d10/19-20 longsword. Also, you can still add a couple of 0 CP improvements, to go further above a normal longsword.


Pandora's wrote:

Good concept. Really nice option for players who aren't afraid to get dirty with some mechanics.

Do you think gunpowder weapon might not be a bit too good? With your system, I can make a gunpowder weapon that is a free action to reload with some extra goodies and that's still a martial weapon. Since the touch AC doesn't even have the one range increment limitation that the current variety does, I can't figure out why I'd pick anything else. In terms of being able to cheese encounters that they have no right to beat, I've seen gunslingers even outdo well-played casters; demigod monster has huge saves, huge SR, and a touch AC a gunslinger can't miss. What do you think about having gunpowder weapons ignore X amount of AC from armor/natural armor with a suitable crafting cost attached?

If you ever check my post history you'll notice that I DESPISE PF's rules for firearms. They are atrocious! They bypass a core assumption of combat and make no f~%+ing sense at all!!!

However, this homebrew is designed to allow players to create their own weapons, and since I didn't want to reinvent the wheel, I had to stay close to RAW. This is why I used the awful "firearms target touch AC" rule.

That said, firearms don't add any modifier to damage (in fact, to everyone except Gunslingers and Trench Fighters, firearms are the absolutely worst weapons in the game).

I personally ban the "firearms target touch AC" rule from my game and wouldn't alloe players to use it if we were using this system. However, since I have to assume no other house-rules are in play when creating my homebrew (so it's easier for players and GM to adopt and adapt them however they see fit), I had to include the touch AC rule here as a valid option.

That said, I'll add the "first range increment" limitation and include a modification for advanced firearms.

I hope that clear things up. :)


Astral Wanderer wrote:

Anyway, about the strict rules... have I misread or outright missed something, or with this system you can have much better (and thus unbalanced) longswords, greatswords, and others?

Martial one-handed slashing: 1d6/19-20, 4 CP available.
Add two Increased Damage Die (2 CP each; stacking), and you have a 1d10/19-20 longsword. Also, you can still add a couple of 0 CP improvements, to go further above a normal longsword.

And that still wouldn't be as good as simply having a 18-20 critical. Having a wider critical threat range is usually much better than having a +2 to average base weapon damage. Improved Critical makes that difference even greater. And that's before counting other critical hit-based feats and class features.

There's a reason scimitars, falchions and falcatas are so often mentioned as the best available weapon of choice.

This system certainly allows player to create better longswords and axes, but IMHO, that actually improves game balance, since that makes those weapons more competitive.


Lemmy wrote:
Astral Wanderer wrote:

Anyway, about the strict rules... have I misread or outright missed something, or with this system you can have much better (and thus unbalanced) longswords, greatswords, and others?

Martial one-handed slashing: 1d6/19-20, 4 CP available.
Add two Increased Damage Die (2 CP each; stacking), and you have a 1d10/19-20 longsword. Also, you can still add a couple of 0 CP improvements, to go further above a normal longsword.

And that still wouldn't be as good as simply having a 18-20 critical. Having a wider critical threat range is usually much better than having a +2 to average base weapon damage. Improved Critical makes that difference even greater. And that's before counting other critical hit-based feats and class features.

There's a reason scimitars, falchions and falcatas are so often mentioned as the best available weapon of choice.

This system certainly allows player to create better longswords and axes, but IMHO, that actually improves game balance, since that makes those weapons more competitive.

1d10/19-20 trip sounds about right to me for a longsword.

If you want that thing Valeros uses you need to start with the light weapon template. It doesn't have a hilt long enough to put two hands on and the defining characteristic of a one handed weapon vis a vis a light weapon is that you can wield it two handed.


Lemmy wrote:
That said, firearms don't add any modifier to damage (in fact, to everyone except Gunslingers and Trench Fighters, firearms are the absolutely worst weapons in the game).

Not getting a static modifier to damage isn't the reason they're the worst in the game though. It's the reload times that shut you out of iterative attacks. In DPS calculations, it's been proved time and again that a bonus to hit far outweighs similar amounts of static damage. In the case of firearms, the fact that I'll never miss even on iteratives means I'm free to use Deadly Aim and Rapid Shot together every round. Add static modifiers from Judgement/Bane, Smite, Challenge, Favored Enemy + Instant Enemy, or whatever, and I'm doing just fine. The reload times are what prevents abuse this way. Five levels of gunslinger will fix the reload problem and give you dex to damage, but it at least has a steep opportunity cost. With your system, martial firearms reload like longbows, no Gunslinger levels required. If you made firearms ineligible for the reload speed upgrade, you'd much more accurately model the current system and prevent some of the firearm cheese.

As far as general opinion on firearms, I'm right there with you. I don't necessarily hate the flavor, but man was the implementation not thought through well. Brilliant Energy is a +4 enchancement, so let's make a category of basic weapons that's better than that!

Again, good work. If I didn't have heftier changes to get people used to, this would be a fun houserule I'd be using.


Well... The reason firearms are the worst weapons around is...

- slow reload
- very short range
- extremelly expensive weapons and ammo
- they are exotic weapons (so there goes another feat)
- innate fumble mechanics (that go beyond Nat 1s, BTW)

Plus a few other things that I can't recall right now. :P

It is the same in every fantasy RPG... Designers want to give a dumb gimmick to firearms, but then they decide it's too strong and should be compesated somehow... So they go overboard with the drawbacks, making firearms a horrible choice...

Paizo is no exception.


After having a brief but productive access to a reliable internet connection, we at Lemmy Homebrew Corp are proud to work on this project and include a few sample custom weapons to inspire our customers.

We are still working on the Ranged Weapon templates and tables, but our connection time is still limited, so that patch will unfortunately have to wait for another day.

Thank you all for your interest and feedback. We are always glad to hear from you.

- - -

Lemmy Homebrew Corp - Turning Boredom & Free Time into Fun & Balance since 2012!

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