| Post/Author/DateTime | Post |
|---|---|
| Mad Mage07-06-07, 11:24 PM | Well, of course, orogs - as a general rule - make ALL battle-ready weapons be of at least masterwork quality, often employing special materials such as mithral or adamantine. Races of Faerun, which mentions this and more, also mentions that orogs tend to make weapons, particularly swords, with "hooks, spines, and redundant cutting edges" (RoF pg. 71). If you ask me, this should possibly do something special to the blade. My ideas are these, based on the special feature. Hook: Give a bonus (type unknown) to disarm checks. Anywhere between a +1 or +5 bonus. Spine: Target suffers an additional 1d4 piercing damage on hit. Redundant edge: Give a chance, on an attack roll that lands a 20 to inflict a bleeding wound on the target, functioning exactly like the Wounding magical property. Does this sound any bit reasonable. I guess it does sound a bit like micromanaging, but sometimes, I can't help but look at details that might heighten gameplay and may make it more fun for someone who wants to use this. |
| captaincarot07-07-07, 03:31 AM | Well, of course, orogs - as a general rule - make ALL battle-ready weapons be of at least masterwork quality, often employing special materials such as mithral or adamantine. Races of Faerun, which mentions this and more, also mentions that orogs tend to make weapons, particularly swords, with "hooks, spines, and redundant cutting edges" (RoF pg. 71). If you ask me, this should possibly do something special to the blade.[/QUOTE] My ideas are these, based on the special feature. Hook: Give a bonus (type unknown) to disarm checks. Anywhere between a +1 or +5 bonus. personally i'd give em a straight +2 to disarm checks but balance it by giving them a chance of getting the weapon stuck in things on a critical hit or on a natural 1. Spine: Target suffers an additional 1d4 piercing damage on hit. again reasonable or make it increase the crit range by 1possibly Redundant edge: Give a chance, on an attack roll that lands a 20 to inflict a bleeding wound on the target, functioning exactly like the Wounding magical property. nah i'd have this give the option of inflicting more than 1 type of damage, for example if something normally only gives slashing damage, then the redundant edge would allow it to give both slashing and piercing damage. Does this sound any bit reasonable. yes!;) |
| dragonheart07-13-07, 01:23 PM | Actually no ti doesn't sound reasonable - these weapons are unbalanced and hard to manipulate so they should get minuses to hit because of the difficulties (if they weren't hard to weild everyone would have them and they would be the common weapons not the ones that are) in normal gameplay they are treated as being as easy to wield as regular weapons removing this difficulty - this is balanced by removing any bonuses from potential extra attack surfaces. If your going to give them such bonuses then you need to balance the bonuses by also returning the penalties to the hitting ability - say a -2 or 3 on the to hit roll. weapons cet much of their damage from their speed - these extra surfaces are like a bunch of extra windbrakes and random control surfaces on a plane forcing it slow down and try to twist and turn as you change the direction of motion of the blows - forcing you to expend extra energy and force to keep the weapon on track - so remove all strength damage bonuses as well. |
| captaincarot07-13-07, 01:31 PM | but surely this would mean that they were exotic weapons for everyone except for orogs, who would treat them as martial weapons. this means that everyone else has to burn a feat to learn how to use them properly. or possibly introduce a feat of orog weapon wielder, which would be a racial feat. and then make them exotic for everyone else. so orogs burn 1 feat for the whole gamut of orog weapons, where as everyoe else burns a feat per weapon. |
| runestar07-14-07, 12:16 AM | All those extra hooks might simply be to be make their weapons appear more cruel and intimidating. So it could just be more of a flavour aspect, and less so a mechanical one.:P |
| MikeR771607-16-07, 09:22 AM | All those extra hooks might simply be to be make their weapons appear more cruel and intimidating. So it could just be more of a flavour aspect, and less so a mechanical one.:P I have to agree with this. It does say "REDUNDANT" for a reason. |
| captaincarot07-16-07, 10:00 AM | I have to agree with this. It does say "REDUNDANT" for a reason. bah hogwash, that's like saying if you drop a second nuclear warhead on a city it won't do anymore damage. |
| dragonheart07-16-07, 11:01 AM | THE point of my post which seems to have been missed is that the rules are there for game play balance. the Orog crafted weapons by their nature might have some interesting potential additional damage or attack modes but the features that provide these also have a number of detrimental effects that counteract them. for play balance sake the autyhors simply left them regular weapons wiht a different "flavour" look. If you want to give them the potential benefits fine - as long as you also give them the penalties as well. If you want to make them "racial" weapons then take a very close look at how other racial weapons are presented in terms of unusual attacks/damage AND penalties before doing so - KEEP IT BALANCED! thats all :D |
| captaincarot07-16-07, 11:43 AM | KEEP IT BALANCED! thats all i do try but as a physicist i have an innate tendency to overcomplicate things for the sake of realism, so there:P |
| Mad Mage07-16-07, 06:14 PM | Okay, guys, I don't care if your debating, arguing or whatever, but PLEASE STOP. |
| Soltares07-17-07, 11:25 AM | Count these special features as a built in 1 pt Power Attack. For a weapon used one handed, all of the 'redundant hooks, etc' built onto the weapon give it a -1 to attack rolls and a +1 to damage rolls. If wielded two-handed, the bonus becomes +2 damage (while the -1 attack penalty remains). Alternately, just have the weapon be 'extra menacing,' and confer a +1 or +2 circumstance bonus to Intimidate checks. |
| Pystian07-19-07, 11:07 PM | The latest Dragon Magazine has a really interesting article on "Mastercraft" weapons that might be just what you're looking for, specifically "serrated" weapons. |
| The WarOverlord07-31-07, 06:58 AM | Well, of course, orogs - as a general rule - make ALL battle-ready weapons be of at least masterwork quality, often employing special materials such as mithral or adamantine. Races of Faerun, which mentions this and more, also mentions that orogs tend to make weapons, particularly swords, with "hooks, spines, and redundant cutting edges" (RoF pg. 71). If you ask me, this should possibly do something special to the blade. My ideas are these, based on the special feature. Hook: Give a bonus (type unknown) to disarm checks. Anywhere between a +1 or +5 bonus. Spine: Target suffers an additional 1d4 piercing damage on hit. Redundant edge: Give a chance, on an attack roll that lands a 20 to inflict a bleeding wound on the target, functioning exactly like the Wounding magical property. Does this sound any bit reasonable. I guess it does sound a bit like micromanaging, but sometimes, I can't help but look at details that might heighten gameplay and may make it more fun for someone who wants to use this. Well, all bettered attack rolls would be fine but additional damage and + to hit damage should only apply to non magical to hit hide in the same way that a Damascus Steel Sword is +2 to Attack and Damage to a normal hide but not effective against a +1 magic weapon or better to hit Hide |