Are these homebrew ranged weapons balanced?

Post/Author/DateTimePost
#1

Tal-eth

Apr 03, 2011 18:49:39
Hi all

I'm thinking of incorporating some new weapons and new rules into a future campaign.  I had a few ideas about some ranged weapons that I would like your feedback on.  At this point, I'm just curious to know whether they seem balanced against one another--not against existing ranged weapons.

These three ranged weapons would all be two handed.  Weapons 1 and 3 would require a feat to become proficient with.

                Prof. Bonus                  Damage                Range                 Load                         Special
Wpn1:         +2                   1d8/2d8 Brutal 1          6/12           Minor per die of damage          --
Wpn2:          +3                              2d6                    20/40                   Free                           Hi Crit
Wpn3:          +2                              3d8                      2/4                   Standard           Reckless,Pwrful


Reckless:  Using this weapon causes the user to grant combat advantage until the start of his/her next turn.

Powerful:  Scoring a critical hit with this weapon causes the target to be knocked prone.

Thanks for any help or feedback!  I'm early in the brainstorming process, so please forgive me if some of the ideas are silly, heh.
#2

pluisjen

Apr 03, 2011 19:41:24
Each of these will completely obliviate any other weapon and any non-weapon attack... so I hope that's your design goal 'cause it's what you're going to get. 

If you balance them against each other... 2 is definately a lot better then 1, way bigger range, load free, hi crit, better prof bonus and all at the cost of about 2 or 3 damage, depening on whether the user of the other weapon would like to move.

3 is totally unbalanced, it's only useful to deliver Dailies (which can probably kill an Elite in one shot) but even with 3d8 attacking once per two turns isn't worth it; it's a back-up kind of Weapon that smart players would use to insta-gib your big bad boss, because 5 dailes x 3[w] x 3d8 = a crapton of damage. 
#3

Tal-eth

Apr 03, 2011 20:02:57
Each of these will completely obliviate any other weapon and any non-weapon attack... so I hope that's your design goal 'cause it's what you're going to get. 

If you balance them against each other... 2 is definately a lot better then 1, way bigger range, load free, hi crit, better prof bonus and all at the cost of about 2 or 3 damage, depening on whether the user of the other weapon would like to move.

3 is totally unbalanced, it's only useful to deliver Dailies (which can probably kill an Elite in one shot) but even with 3d8 attacking once per two turns isn't worth it; it's a back-up kind of Weapon that smart players would use to insta-gib your big bad boss, because 5 dailes x 3[w] x 3d8 = a crapton of damage. 



Thanks Pluisjen!

My goal is definitely to try introducing some new things.

In regards to 2 being better than 1, I see your points.  My goal was to make 1 significantly more damaging to offset it's loss of range and its reload.  I was thinking that the difference of 2-3 average damage was enough, but maybe not.  Do you think it should have a bigger damage die?  Such as 1d10/2d10 but without brutal? 

In regards to 3, you are right...the damage plus dailies would be ugly.  I'm not sure what to do with it.  Maybe I should come up with something that restricts it ranged basic attacks...though that would be clonky, I think.
#4

bone_naga

Apr 03, 2011 20:30:25
Have you taken a look at Amethyst? It incorporates a lot of modern/future weapons without it being unbalancing. You might find something close enough to reskin, but if not maybe it'll at least give you ideas on how to make some unique but still balanced weapons.
#5

Cohen95

Apr 03, 2011 20:50:52

I'd like to introduce you to my friend, Fluff. Fluff loves playing with the mechanics of the game that already exist. However, Fluff loves to play in settings and themes where the weapons, classes, powers, and other elements of the game aren't really ideal. So what does Fluff do? He changes the descriptions of things, without changing the actual mechanical properties of them (by "mechanical" properties, I mean the things that impact the rules, like damage, range, reload, and all that, not the physics behind their function). Fluff would say, "We're playing in a sci-fi style game? Cool, crossbows are now plasma rifles," but Fluff would still use the regular ol' rules for how much damage crossbows do, and how far they can shoot, and how you reload them. It'd just look and feel like a plasma rifle, but it would still be balanced within the larger mechanical formula of the game as a whole.


I think you'd like Fluff. I like Fluff.

#6

Tal-eth

Apr 03, 2011 22:07:27
Have you taken a look at Amethyst? It incorporates a lot of modern/future weapons without it being unbalancing. You might find something close enough to reskin, but if not maybe it'll at least give you ideas on how to make some unique but still balanced weapons.



Thank you Naga

I might have to look into that!
#7

Tal-eth

Apr 03, 2011 22:18:57

I'd like to introduce you to my friend, Fluff. Fluff loves playing with the mechanics of the game that already exist. However, Fluff loves to play in settings and themes where the weapons, classes, powers, and other elements of the game aren't really ideal. So what does Fluff do? He changes the descriptions of things, without changing the actual mechanical properties of them (by "mechanical" properties, I mean the things that impact the rules, like damage, range, reload, and all that, not the physics behind their function). Fluff would say, "We're playing in a sci-fi style game? Cool, crossbows are now plasma rifles," but Fluff would still use the regular ol' rules for how much damage crossbows do, and how far they can shoot, and how you reload them. It'd just look and feel like a plasma rifle, but it would still be balanced within the larger mechanical formula of the game as a whole.


I think you'd like Fluff. I like Fluff.




Thank you Cohen

Your point is well taken, and I agree.  I do like fluff.  In fact, I fluff all the time.  But for the next campaign I run, I want to do more than fluff.  I want to change the mechanics.  There is a reason to my madness...I just don't always know how to realize my madness sometimes, and that's why I posted this thread.

The weapons posted above are a meager attempt at adjusting for other changes that I plan to implement to the system.  Changes that I feel require an adjustment beyond just fluff.
#8

Cohen95

Apr 03, 2011 22:55:45

Incidentally, I wasn't trying to be rude or snarky, that whole thing just sort of came out when I reached for the keyboard.


Be very, very careful though. It sounds a bit like you're almost trying to rewrite the book, and that's not a simple task. Design and development for 4e alone (not counting Essentials) took a team of five people at least three years, and in the end, there were still a lot of flaws with the first PHB.


Just don't try to reinvent the triangle or anything, I guess is what I'm saying.

#9

rampant

Apr 03, 2011 23:06:39
If you could describe the weapons/changes you're going for, it might help.
#10

Cohen95

Apr 04, 2011 2:23:37

I think the flaw in your idea is the 4th edition power scheme. A barbarian with a mordenkrad isn't deadly simply because his weapon does 2d6 with brutal 1, it's because when he hits with his encounter power, he's rolling three times that amount of dice.


That being said, there are theoretically some work arounds, but you'd be fundamentally changing the mechanics of the game, either way, really. Balancing weapons that take time to reload, at a minimum, requires them to start unloaded, requiring the character to spend the necessary load action prior to shooting. Still, that only helps a very little. I think you need to find a mechanic that backs off the damage die, but possibly still allows the weapons to be used to do more damage. Perhaps weapon powers? If you're proficient with the weapon, you take a feat, and you gain an encounter power that allows you to, for instance, prime the weapon with multiple shots, effectively gaining an extra [w] or 2 on your next attack with the weapon.


In any case, all of those weapons need their damage die drastically reduced. Those are insane amounts of damage. Off the top of my head, a rogue can do that kind of damage with a rapier, a feat, and Combat Advantage. A Ranger can do it with a feat and even a semi-decent weapon, but those are classes intended to do a lot of damage, and no non-striker class has the ability to bring that kind of damage to bare with an at-will attack.


Also, as an aside. 1d8/Brutal 1 = 2d4 (generally speaking). Just so you know.

#11

thespaceinvader

Apr 04, 2011 4:07:32
Two pieces of advice to bear in mind here:

1. If it's better than the Fullblade or Gouge, it's too good. (Those being the effectively balanced pair of superior +3 and +2 weapons.)
2. A non-simultaneous drawback does not balance an advantage, it just invites exploitation.

The second one, in particular, is an absolutely pandemic and absolutely fatal mistake in houseruling attempts. Look at your third, shotgun weapon there, for instance: do you really think I'm going to care that it takes a standard action to reload my gun or makes me grant CA when I kill a target in one hit with it? I'll just carry around a set of the things and quickdraw a new one when I need to shoot again.


Or Ring of Free Time (IIRC) to get a standard action unusable for attacks to load the thing.
#12

Tal-eth

Apr 04, 2011 19:38:03
Wow, thanks for all the feedback and advice all!

Your warnings are taken to heart in regards to "reinventing the wheel."  I'd rather not go through the trouble of even trying to make adjustments, but I like tinkering with things to see if I can come up with something that myself and my players find more enjoyable.


"I think you need to find a mechanic that backs off the damage die, but possibly still allows the weapons to be used to do more damage."  Cohen

Taking into consideration Cohen's comment, what do you think about allowing certain weapons to add 1.5 ability mod to damage?  Would the following weapons balance against each other?


Wpn1     +2     1d6/2d6     6/12     Minor per dmg die     Precise, Brutal 1
Wpn2     +3     2d6          20/40              Free                  Hi Crit

Precise:  When you use a power with this weapon and the power adds an ability modifier to damage, you instead add 1.5 times the ability modifier to damage.




@Cohen--Thanks for the clarifying your tone!  I really appreciate that.
#13

ceiling90

Apr 04, 2011 23:59:20
I think... cause I've been trying to figure out modern guns and other effects... that you can do this:

First off, if they're guns; you should create new categories for themm like Pistol, Rifle, Cannon. It helps that you can then define who gets them and add attributes and feats that would concern them.

The other thing I figured is that modern gun like weapons could feasibly do about a 1 die size larger damage than let's say a crossbow or longbow without the numbers getting way toooo ridiculous. I think if you went with a military ranged weapon, one handed, +3 prof and 1d6 damage is decent pistol. Rifles, I think should outclass a longbow easily, at least in the proficiency department (could feasibly be military ranged weapon, one handed, +3 prof and 1d8 damage (I'd probably go for 1d10))...

Now these weapons more or less don't do anything special in terms of how they would interact with powers. That's sort of the point, so a ranger with twin strike doesn't do ridiculous damage at 20 squares away...

But, if you wanted to give them special properties, I would give the weapons an at-will property that allows for your special effects.

So maybe:

Wpn 1: +2 1d10 6/12 load minor brutal 1

So that your weapon 1 could have a special at-will attack

Wpn1 Attack
At-will; Weapon
Special: This attack must be used with this weapon
Standard Action Range weapon 
Target: one creature
Attack: Dexterity vs. AC
Hit: 1[W] + 1d6 + Dexterity mod damage.
21st level: 2[W] + 1d6 + Dexterity mod damage
Special: Until the end of your next turn, any attacks made with this weapon have a -2 penalty. 

That's just a suggest from my inference that you're trying to make more modern guns or something of the sort. Or something. 
#14

slobo777a

Apr 05, 2011 11:12:39
Why would guns possibly to do more damage than bows to begin with? Damage numbers are arbitrary and I assume you're not trying to have gun and bow users in the same party.



Seconded.

From a realism persepctive, massive damage from old-fashioned guns was not the reason they were adopted. Armour penetration, ease-of-use, maintenance and training were probably major factors. A skilled bowman was probably deadlier than a regular firearm soldier well into late 1700s/early 1800s.

From a game perspective, you'll end up with something more playable if you keep things balanced, and your starting suggestions are way off track, they will cause you to make massive knock-on changes to re-balance e.g. ranged spellcasters and melee fighters.

Edit: Second set of suggestions looks closer to balanced, though I stil think "Weapon 1" looks like it might be exploitable by certain builds.
#15

thespaceinvader

Apr 05, 2011 11:44:26
Why would guns possibly to do more damage than bows to begin with? Damage numbers are arbitrary and I assume you're not trying to have gun and bow users in the same party.



Seconded.

From a realism persepctive, massive damage from old-fashioned guns was not the reason they were adopted. Armour penetration, ease-of-use, maintenance and training were probably major factors. A skilled bowman was probably deadlier than a regular firearm soldier well into late 1700s/early 1800s.

From a game perspective, you'll end up with something more playable if you keep things balanced, and your starting suggestions are way off track, they will cause you to make massive knock-on changes to re-balance e.g. ranged spellcasters and melee fighters.

Edit: Second set of suggestions looks closer to balanced, though I stil think "Weapon 1" looks like it might be exploitable by certain builds.


Thirded.

Until the invention of rifling, guns were wildly inaccurate, and until the invention of smokeless powder, filled the entire battlefield with a pall of smoke, which made things even worse.

This is what reflavouring is for.
#16

SerenaDawn

Apr 05, 2011 13:45:31
We dealt with this some time ago with Amethyst (and on several other threads).  The problem is that most people take the value of a bow and then compare the damage accordingly (in their opinion) to a bullet.  The problem is that a greatsword does the same damage, so where is the scale?  It certainly isn't realistic that a 9mm bullet will do more damage than four-foot blade able to slice a man in half.  An arrow and a bullet have different physics affecting them, which you cannot apply in a game environment (you can simulate some with weapon properties and certain powers, but not as base damage).  The point is the largest base damage in D&D is 2d6 for medium creatures (in the damage scale, it comes after 1d12), which is reserved for two handed monstrosities like the maul and heavy flail.  For those that don't remember, this is a maul...

 
(and yes, I know they are not often this big; I'm being humorous)



And when you scale up a heavy flail to be used for a large target, you get this...



That does 2d8 according D&D.  

Depending on caliber, firearms should do between 1d6 and 1d8 damage, reserving the 1d10 and 2d6 for extremily high caliber rounds.  In Amethyst Foundations, the most powerful two-handed small-arm inflicts 1d10--a sniper rifle.  A more powerful heavy weapon variant does 2d8, but you can't move with it.  In Amethyst Evolution, we have weapons that do 1d10+10 and 2d6+6....those are artillery emplacements.