
Curtisin RPG Superstar Season 9 Top 32 |

So this time it's weapons that are up for a look, and hoo boy, do I like what I see here. Weapons retain the Simple, Martial and Exotic ranges (though what these actually mean does change a little for exotic) and it seems as if the higher up the weapon, the more capable it'll be, both in terms of damage and abilities with the weapon.
Weapons will now also come with traits, and where in PF1, it was often simply a matter of choosing the weapon that caused the most damage (perhaps with a slight eye towards the actual damage type of the weapon), here, each weapon will have it's own niche to fill.
The Examples given are greatsword (large dice and P/S damage types), a bo staff (d8 damage), reach, trip and parry (making it a defensive weapon, that monks can use as a monk weapon) and finally the glaive, which has reach and does d8 points of damage, just like the bo staff, but comes with deadly d8s (causing extra damage on crits) and forceful, giving extra damage on attacks after the 1st one, each round. - A few others are mentioned, but in general, it certainly looks like each weapon will have it's very own niche to fill, as indicated by the traits it has.
Critical specializations also give each weapon (group) something unique to offer on a critical hit with that weapon. While the spear one isn't really drilled out mechanically it sounds quite nice, but I have to admit that the axe one almost made me salivate. As someone else has already talked about, I wonder if the Cleave feat still exists and applies or if that has been replaced by the sweep weapon trait. Regardless though, I cannot wait to play around with axes once more on my dwarven characters, and basically pull a "Gimli" and start counting (it still only counts as 1!).
Finally, there's weapon quality, which was hinted at in a previous blog. Poor, standard, Expert, master and Legendary quality. Each level above standard grants a +1 to hit (supposedly replacing the current masterwork and magical enhancement bonuses to hit), but I'm guessing that poor grants a -1 to hit.
This is a really flavorful addition, which doesn't change much mechanically, but suddenly it becomes important to note the quality of your opponent's weapon, and the loot you're picking up. No one needs a poor sword after all, but that legendary one, even if it is not magical, would surely be worth something. And a villain wielding it is not someone you want to ignore.
Let's hear your thoughts. :)

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Really liking the new Glaive.
My questions:
Scorpion Whips - still a thing?
Dagger, parrying dagger, punch dagger, etc. - all just a dagger now?
Brass Knuckles, dust knuckles, gauntlet, rope fist- can we have clear language about how these do and don't work with Unarmed Strike please?
Rope Dart - maybe some clearer language on how this works?

1of1 |

Rope Dart - maybe some clearer language on how this works?
Well, I can explain that. When you are done building a wooden retaining wall, you tie a left over nine inch nail to the end of a long rope so you can scare the hell out of your neighbors when you swing it around as Flashdance - She's a Maniac plays on the radio.

ChaiGuy |

I guess I'll reiterate what I wrote in the blog: I noticed this in the description of a "reach" weapon: "has reach (allowing you to Strike enemies up to 10 feet away" this seems to lack the inability to hit adjacent enemies. Perhaps this restriction has been removed, or perhaps it wasn't mentioned to keep the blog shorter.
I imagine that the rules for increasing weapon damage dice from size changes will be different in PF2, because of how weapon enhancements add die damage rather than static damage, combined with the new power attack could get really overpowered if the great sword went from 1d12 to 3d6 at size large, 6d6 for +1 great sword and perhaps 9d6 for power attacking with a +1 greatsword, also you'd still have an action to attack again with a possible other 6d6. I'll be looking forward to hearing how medium sized characters using large weapons and enlarged PCs work.

QuidEst |

I'm also hoping for some clearer language on some things. The double-chained Kama springs immediately to mind. Curiously, no mention of double weapons, makes me wonder how TWF will work in PF2.
Indications so far are that you use a strong and/or crit-focused one-handed weapon (like a rapier) for your first attack (likeliest to crit), and use an agile off-hand weapon to get the reduced penalties. Probably particularly good for Rogues, with their conditional extra damage.
Edit: I forgot Harsk got updated to double hand-axes. Maybe they’re another weapon with a bonus for doubling up?

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Belabras wrote:Rope Dart - maybe some clearer language on how this works?Well, I can explain that. When you are done building a wooden retaining wall, you tie a left over nine inch nail to the end of a long rope so you can scare the hell out of your neighbors when you swing it around as Flashdance - She's a Maniac plays on the radio.
Sweet Desna, be careful out there.