why do cool weapons have to suck?


Homebrew and House Rules


So we all know there are certain weapons that just plain suck in comparison to others. Me i don't like that very much, So i have decided to get to work on maybe buffing a few that need it. My list so far consists of the : Either quarterstaff or bo staff, maybe the Starknife, heavy crossbow, Swordcane, Swordbreaker dagger, and the TEkko Kagi (iron claw). Those are the one's i'm thinking of specifically

If anyone has advice, suggestions or maybe weapons that they might want to add-on please feel free to mention

Ideas So far:

Starknife- Increasing critical modifier from X3 to X4 . the increase in modifier makes it a more unique weapon befitting a core diety.

Swordcane- Nothing to special just moving the modifier from X2 to 19-20 X2

Swordbreaker dagger- another 19-20 X2 maybe a damage dice increase as well seeing as it's exotic. I feel spending a feat or putting the extra effort to use a weapon like these should make them a bit more useful.

The Staff's- I'm kind of stumped on i might need to think of a fix for double weapons in general, i hear that they aren't to good.


The only one of the list I agree upon is the heavy crossbow. The others are bound to suck, because when compared to weapons intended for war are just inadequate (the starknife is just an absurdity).
I would rather rework many polearms and the way reach and cumbersomness work, alongside many weapon properties.


2 people marked this as a favorite.

They don't.

;)


As... an above poster demonstrated, very occasionally pathfinder folks care about realism, so certain weapons are intentionally bad because it's more realistic.


swoosh wrote:
As... an above poster demonstrated, very occasionally pathfinder folks care about realism, so certain weapons are intentionally bad because it's more realistic.

Well... More "realistic", anyway.


Lemmy wrote:
swoosh wrote:
As... an above poster demonstrated, very occasionally pathfinder folks care about realism, so certain weapons are intentionally bad because it's more realistic.
Well... More "realistic", anyway.

Yes, and only sometimes.

RPG Superstar 2015 Top 8

I think the best way to approach this would be to create combat styles (archetypes, feats) for the less optimal weapons that make them worthwile. I did a small project a while ago which included styles for the fighting fan, hooked axe, hooked lance, kerambit, saber, and starknife. Looking back, I think the execution was rather flawed, but the basic idea wasn't bad.


I think that Kirthfinder (search for weapons within Chapter 6 = Equipment within the document listing) has the right idea, although more would have to be added to this to bring it up to date.

Long story short: Exotic and to a lesser extent Martial proficiency with any weapon (even ones for which Simple proficiency is enough) gives additional benefits. Some weapons have a minimum proficiency level to use effectively.

Scarab Sages

2 people marked this as a favorite.

Be a warpriest or a fighter with the focused weapon AWT. Poof, none of the listed weapons s suck.

Liberty's Edge

I don't know how starknife or quarterstaff are on this list. Starknife is a better throwing knife, which, when combined with starry grace and star toss style or two weapon fighting can do significant damage, especially combined with sacred weapon. Quarterstaff is a better club for two weapon fighters. I mean, how good do you want a simple weapon that you get for free to be?

No complaints with the rest of the list though. There are a lot of weapons, especially exotic weapons that are really lackluster.

Dark Archive

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I just want a spear fighter who looks half as cool as Nuada, from Hellboy 2, or Oberyn Martell, from Game of Thrones. Spears kind of rock, but in D&D, they've always been a poor stepcousin to swords.


I know it looks like shameless self promotion when I recommend my Custom Weapon Generation System, but I really do think it's a damn good solution for this issue.

Not only it allows players and GMs to make weapons that are unique, balanced and effective... It's also fully compatible with the published weapons... Can't build an old favorite? Just bring it over from RAW! It also includes feats for specialized weaponsmasters and blacksmiths.

Again... I know this sounds like I'm bragging, but I honestly think this particular homebrew is worth checking out and at least considering adding it to your game, assuming you want more weapon variety.

Believe it or not, most players will prefer something cool and stylish over something crazy powerful, if the stylish choice is good enough for them not to feel like they are gimping themselves by taking it.


Lemmy wrote:

I know it looks like shameless self promotion when I recommend my Custom Weapon Generation System, but I really do think it's a damn good solution for this issue.

Not only it allows players and GMs to make weapons that are unique, balanced and effective... It's also fully compatible with the published weapons... Can't build an old favorite? Just bring it over from RAW! It also includes feats for specialized weaponsmasters and blacksmiths.

Thanks, this will be handy. My Iron Gods campaign has become very engineering and crafting oriented. One player wants to design his own melee weapons. We already switched to the "Making Craft Work" rules to simplify crafting.


Someone started a topic about sword chucks. I took num chucks and only changed damage and damage type. The guy said it seemed lame and I never heard from him again.


Goth Guru wrote:
Someone started a topic about sword chucks. I took num chucks and only changed damage and damage type. The guy said it seemed lame and I never heard from him again.

Did you provide a mechanic where if you roll a 10 or lower you automatically deal damage to yourself?


Goth Guru wrote:
Someone started a topic about sword chucks. I took num chucks and only changed damage and damage type. The guy said it seemed lame and I never heard from him again.

I'm glad you like it... I gotta admit I'm actually pretty proud of this homebrew. I think it adds a lot of variety to the game without sacrificing game balance or changing/overcomplicating things.

Feel free to use it however you like. Googledocs even allow you to download it in .pdf format, if you want. :)


Ventnor wrote:
Goth Guru wrote:
Someone started a topic about sword chucks. I took num chucks and only changed damage and damage type. The guy said it seemed lame and I never heard from him again.
Did you provide a mechanic where if you roll a 10 or lower you automatically deal damage to yourself?

I think you had to take some feats just to keep from hurting yourself.


Would you happen to mean this thread?


Goth Guru wrote:
Ventnor wrote:
Goth Guru wrote:
Someone started a topic about sword chucks. I took num chucks and only changed damage and damage type. The guy said it seemed lame and I never heard from him again.
Did you provide a mechanic where if you roll a 10 or lower you automatically deal damage to yourself?
I think you had to take some feats just to keep from hurting yourself.

It should only reduce the risk, never eliminate it entirely.

Remember that when used correctly, Sword-Chucks are almost as dangerous to your enemy as they are to you.


Green Smashomancer wrote:

Would you happen to mean this thread?

Yep, that's one of them.

I looked at the Core Rulebook and Numchakas are pretty much like a single club with the ability to disarm. So yeah, all numchucks like weapons kind of suck.

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