Fixing weapon traits


Skills, Feats, Equipment & Spells


Some weapon traits scale based on weapon quality, others scale based on item bonus, and some scale based on number of damage dice. This is inconsistent and unintuitive. Just as I think that weapon damage dice should scale based on character level rather than leaving martials at the mercy of magic weapons, I also think that weapon traits should scale based on character level instead of various fiddly weapon parameters.

• Backstabber: Based on weapon quality.
• Charge: Based on number of damage dice.
• Deadly: Based on weapon quality. For that matter, the example with "a master-quality rapier deals 2d6 additional piercing damage on a critical hit" is completely wrong anyway, since rapiers have deadly d8.
• Disarm: Based on item bonus.
• Fatal: The extra die does not scale at all, when it really should.
• Forceful: Based on number of damage dice. For that matter, what is the point of forceful, when it is generally worse than just wielding a higher-die weapon?
• Shove: Based on item bonus.
• Trip: Based on item bonus.
• Twin: Based on number of damage dice.


I agree. I feel the traits are an excellent step in the right direction but some of them just seem plain better at higher levels or lower lvls. Like take Deadly and Fatal for instance. At lower levels it seems better to have a fatal weapon instead of any other, unless you plan on tripping, disarming or things like that.

Like why choose to have a Greatsword, Greataxe or Greatclub when you can have a Greatpick? At lvl 2 using a greatsword you would do a max of 1d12+str & 1d12+str on a crit and with a greatpick you do 1d12+str & 2d12+str. I could kind of understand using a greataxe or great club but a +1 against a second enemy or a +1 on a miss is hardly as enticing as an extra 12 damage on a crit.

Then once you're able to acquire a master quality weapon the deadly trait just becomes better. Reading the rules a master +1 Rapier would deal 2d6+str & 3d8+str on a crit where as a master +1 longsword would deal 2d8+str & 2d8+str. That's just more potential damage, even if it's only a little. Legendary also goes up another dice furthering the damage between them.

Their reasoning behind certain weapons getting certain traits doesn't make a lot of sense either. How does the main gauche get parry when the Sai doesn't? They are essentially the same weapon just one being sharp and the other being blunt. Which speaking of the Sai it should be bludgeoning, not piercing. It can stab but it was not designed to do that. (I actually train with the weapon so I'm sure about this)

Also why does the Greatclub get backswing and the Maul or Warhammer doesn't? It seems a no brainer. Why do Crossbows have NOTHING? They already suck by having to reload, making them have Fatal would have made them more enticing.

They really need some work.


There's a delicate balance at work here when it comes to combat math. Each trait is chosen to ensure there is choice when it comes to what weapon you choose to use.

Deadly weapons compete in terms of damage with weapons a die size larger, only slightly losing in DPR, and are better versus lower level enemies (because you crit more often).

Fatal only adds 1 extra die, but it converts each weapon die into one 2 sizes larger (or 1 size for the Great Pick), spiking the damage greatly on a crit. (e.g. A +3 Light Pick normally deals 4d6+5 (avg 19 dmg), but on a crit, it deals 9d10+10 (avg 59.5 dmg)). Again, it works out that the DPR of a Pick is about equal to that of a weapon 1 die size higher.

Forceful is a fantastic trait, and is better than a higher die size when making multiple attacks. Getting +6 and +12 on your 2nd and 3rd attacks in a round is nothing to scoff at, especially if you pair a weapon like this with Certain Strikes (Fighter Feat 10).

Weapon scaling: if and when they introduce an inherent bonus rule (weapon damage dice and item bonus to attack scaling with level), then the weapons will automatically scale with level as well.

Greatsword has Versatile, meaning you can avoid DR when facing certain enemies.

Greataxe has Sweep, making it better vs. multiple foes than Greatpick.

Greatclub has Backswing and Shove, making it good with Brutal Shove and its upgrade, and Backswing makes missing hurt less.

I agree completely on Crossbows though. They suck.

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