Post by sagil on May 24, 2018 21:00:33 GMT
Base Weapon Stats
• Light Crossbow: no longer requires both hands to use.
• Dart: Updated critical range to 19-20.
• Shuriken: Count as a monk weapon (can't be used with flurry of blows)
• Throwing Axe: Updated critical multiplier to x3
• Quarterstaff: is now a double-sided weapon, finessable, count as a monk weapon (can't be used with flurry of blows)
• Katana is now Small size and finessable
• Trident is now a medium sized, finessable, 20/x4 weapon (only equipable in main hand)
• Spear is now a medium sized, finessable, 20/x3 weapon (only equipable in main hand)
• Heavy Crossbow is now a 20/x4 weapon
the follwing weapons are now Monk Weapons and will benefit from the improved attacks per round monks get:
Club, Handaxe, Dagger, Sling, Crossbow and Heavy Crossbow
(Flurry of blows will still not work for these weapons)
• Light Crossbow: no longer requires both hands to use.
• Dart: Updated critical range to 19-20.
• Shuriken: Count as a monk weapon (can't be used with flurry of blows)
• Throwing Axe: Updated critical multiplier to x3
• Quarterstaff: is now a double-sided weapon, finessable, count as a monk weapon (can't be used with flurry of blows)
• Katana is now Small size and finessable
• Trident is now a medium sized, finessable, 20/x4 weapon (only equipable in main hand)
• Spear is now a medium sized, finessable, 20/x3 weapon (only equipable in main hand)
• Heavy Crossbow is now a 20/x4 weapon
the follwing weapons are now Monk Weapons and will benefit from the improved attacks per round monks get:
Club, Handaxe, Dagger, Sling, Crossbow and Heavy Crossbow
(Flurry of blows will still not work for these weapons)
- simple < martial < exotic (due to proficiency requirements)
- tiny < small < medium < large (due to dual-wield and creature size differences)
- bow < crossbow (due to rapid reload requirement)
- monk < non-monk (due to bonus attacks)
- bludgeoning & multiple types < piercing/slashing (due to common creature resists/immunities)
These balance criteria work reasonably well - some issues I see is with simple < martial (martial proficiency is mostly automatic, so any difference should be small) and the differentiation by damage type (not consistent - e.g. warhammer - and there seem to be few creatures with resists/immunities by physical type).
So my thoughts/suggestions on the changes here are:
- Monk weapons: quarterstaff, club and shuriken are fine, the rest shouldn't be
- Crossbows (light & heavy): revert to original
- Throwing Axe: revert to original
- Katana: Overpowered for a small weapon - reduce base damage to 1d8.
- Trident: Overpowered - reduce base damage to 1d6 (more balanced & different from spear).
Additional changes for underpowered weapons:
- Heavy Flail: Increase base damage to 1d12 (slightly less than greatsword, same crit)
- Light Flail: Increase base damage to 2d4 (slightly more than longsword, but low crit)
- Light Hammer: Increase base damage to 2d3 (slightly more than shortsword, but low crit)
- Dire Mace: Increase base damage to 2d4 (slightly more than double axe/sword, but low crit)
- Halberd: Increase base damage to 1d12 (same as greataxe)
- Sling: Increase base damage to 1d6 (to make it competitive with infinite throwing weapons)
- Whip: Increase base damage to 1d6 & enable offhand wielding
While greataxe would still slightly weaker than greatsword, we could give half-orcs weapon focus (greataxe) as bonus feat to make both more attractive (may require hak pack). Also, should this become possible at some point, make crossbows work with arcane archers.