Making Weapons Other than Hammers Rock

Post/Author/DateTimePost
#1

longbottom_leafman

Apr 07, 2009 12:01:32
As I'm sure has been noted rather often, weapons like the mordenkrad and feats like Hammer Rythmn put hammers in a category of their own in 4th edition. Truthfully, I have no problem with hammers becoming the new traditional weapon of the total bruiser. However, other options need to be just as interesting and viable.
I have a few ideas floating around my head, but the purpose of this thread is to gather opinions now so that we can poud out reasonable solutions later. To get us started, here are some thoughts;

-- Swords; heavy blades and light blades alike have awesome proficiency bonuses and plenty of compatible enchantments to choose from, but IMO heavy blades in paricular could use a new feat or two. There is, however, one "sword" that can use an overhaul;

-- The Rapier; quite simply, this thing sucks ass compared to a double-sword. Such a shame for the quintessential sword of the swashbuckler... however, all it needs is a really good feat, I think. Probably something along the lines of being able to feint as a minor action one (or more?) times per encounter.

-- Axes; the damage dice are pretty even when compared to hammers, but Hammer Rythmn is so much better than Deadly Axe it's not even funny. Some of my thoughts for axes include a paragon feat that allows extra damage on crits with high crit axes (+Str mod, probably), an paragon (or epic?) feat called "Chop Em' Down" that grants a +1 bonus to the next attack with an axe after hitting with an at-will (similar to Arcane Spellfury), and of course an axe of shredding for bards.

-- Spears; with all the options available that can further extend reach and/or allow the occaisonal opportunity attack against approaching baddies -- not to mention numerous special fighter exploits and a paragon path -- spears fall into the same category as hammers; they're fine as-is.

-- Polearms; basically I just think we need a one or two more superior polearms, most notably superior versions of halberds and glaives for those who favor such weapons.

Anyway that should get the ball rolling. Any thoughts?

--
#2

nightwalker450

Apr 07, 2009 12:05:15
Have you heard of Heavy Blade Opportunist? Heavy Blades are still near the top of the weapon list.
#3

masteraaron

Apr 07, 2009 12:23:27
I agree with nightwalker - HBO can be downright abusive. They don't need any more. I'd say that light blades need more love, but only if you remove the Light Blade keyword from the double sword. That weapon needs a nerf very badly.

Polearms could use more superior options, especially for a glaive-like weapon.

Rapiers do need a feat of their own, a'la Scimitar Dance. I'm not sure what, though. Improved feinting seems too niche and potentially too good.

Finally, axes require some love. Deadly Axe can be improved easily enough, though, by adding this: "If the axe already has the high critical property, add 1[W] to the damage dealt by this property, and add your Strength modifier to the damage dealt on a critical hit." That makes it basically a superior version of Devastating Critical, and sets high-crit axes above weapons like halberds. And it's a true beast with an Execution Axe.
#4

poweraddict

Apr 07, 2009 19:20:44
I feel that AXES are already a very good choice of weapon. Feel free to look at the magical abilities that are ONLY allowed on Axes (OK and heavy blades). Like Vorpal. Granted that is only 1 ability, but it is the pinacle of weapon abilities and it is NOT available to hammers. PLUS the visual of an AXE wielding barbarian CLEAVING though one enemy and then charging another (swift charge) is much better than merely "clubbing" a monster and then running at another one.

OK, so I am an AXE lover, bive me a break.
#5

undrave

Apr 07, 2009 22:37:03
Mace have nothing going on at all and flail are like a joke most of the time.
#6

SgtFreakshow

Apr 10, 2009 17:30:29
Axes compared to hammers have one feature that makes them usable, it requires less constitution to qualify for it's feats, for strength based characters that are strapped up on their ability scores, but need constitution (notably strength paladins) axes are the weapon of choice...

Personally I just think that flails and maces really need some better options... all of the other weapon categories have their uses and for different character builds different weapon categories will be the best pick.
#7

undrave

Apr 10, 2009 18:30:43
Personally I just think that flails and maces really need some better options... all of the other weapon categories have their uses and for different character builds different weapon categories will be the best pick.

Which reminds me that picks are also pretty lame.
#8

deadlogic

Apr 13, 2009 22:17:01
rapiers should get a +1 to attacks taken as a result of spending an action point for being a quick weapon
#9

deadlogic

Apr 13, 2009 22:18:12
Mace have nothing going on at all and flail are like a joke most of the time.

target dazed (save ends) automatically on critical or target takes a -1 to next attack
#10

erk_

Apr 14, 2009 0:02:26
I'd say the Lovin extends to Heavy Blades for sure. Axes are a bit redheaded but not too far; they're still very good. Maces, flails, picks, and rapiers have indeed been short-sticked. Oh yeah, and staffs just suck I'd like a ton of staff fighting feats... they'll probably be in the PHB3 with ki power.

target dazed (save ends) automatically on critical or target takes a -1 to next attack

Save ends is ridiculous. Start of NT might be okay but dazed is a very powerful effect to be tossing around willy-nilly, critical or no.

Maces were designed to penetrate plate mail. To that end, I'd like something like:
Mace Crush:
Prereq: Some stats that are high.
Effect: Hits with a mace ignore resistance up to your Con modifier or something. Critical hits ignore all resistance.

Flails are just danged confusing weapons to fight. I'm not sure, but something like:
Flailing Flail of Flailiness
Prereq: Different high stats. Dex for sure.
Effect: If the damage you inflict equals or exceeds the target's reflex defense, it is restrained until the start of your next turn. (this is a wacky mechanic but I think it's cute)

Finally, I liked that rapier idea, but it might be sploitable if it was on its own.
Dashing, Daring Rapier Feint
Prereq: Rapier proficiency, trained in bluff, dex 15, cha 15
Effect: Once per encounter while wielding a rapier you may make a feint as a minor action. If you score a critical hit with your rapier this ability recharges.
#11

deadlogic

Apr 14, 2009 12:44:52
thats why i said on critical dazed not just always dazed when hit. kind of like a high crit weapon with a status effect instead of extra damage.
#12

deadlogic

Apr 14, 2009 12:46:48
or maybe a mace basic melee attack would be against fortitude instead of ac
#13

erk_

Apr 14, 2009 12:51:28
thats why i said on critical dazed not just always dazed when hit. kind of like a high crit weapon with a status effect instead of extra damage.

That's still enormous. Dazed, like I said, is a very powerful status effect - criticals or otherwise... and especially dazed (save ends). A dazed enemy is only a tiny notch away from being completely useless to the encounter.
#14

masteraaron

Apr 14, 2009 13:16:58
That's still enormous. Dazed, like I said, is a very powerful status effect - criticals or otherwise... and especially dazed (save ends). A dazed enemy is only a tiny notch away from being completely useless to the encounter.

Depends on what kind of enemy it is. A melee-based creature doesn't care about daze very much. If there's someone nearby to beat on, it'll hit that; otherwise, it can still charge to get an attack in. On ranged enemies it's much nastier, of course, but you'll encounter far more melee than ranged opponents. Daze until end of next turn on a crit as a paragon feat doesn't sound excessive - probably about comparable to Deadly Axe. Maces are a good candidate for this because you can't do much to buff their crit chance. No Daggermaster or Student of Caiphon path equivalent, and Mace Mastery doesn't come up until epic tier. The lack of good two-handed maces makes them a generally subpar option for avengers, especially compared to fullblades or execution axes. Really, I don't see a problem here.
#15

erk_

Apr 14, 2009 14:14:58
Depends on what kind of enemy it is. A melee-based creature doesn't care about daze very much. If there's someone nearby to beat on, it'll hit that; otherwise, it can still charge to get an attack in. On ranged enemies it's much nastier, of course, but you'll encounter far more melee than ranged opponents. Daze until end of next turn on a crit as a paragon feat doesn't sound excessive - probably about comparable to Deadly Axe. Maces are a good candidate for this because you can't do much to buff their crit chance. No Daggermaster or Student of Caiphon path equivalent, and Mace Mastery doesn't come up until epic tier. The lack of good two-handed maces makes them a generally subpar option for avengers, especially compared to fullblades or execution axes. Really, I don't see a problem here.

What? Melee characters care about it very much. They grant combat advantage and cannot flank while dazed; further, skirmishers and lurkers hate the loss of mobility while brutes and soldiers hate the loss of interrupts/OAs. The feat has very strong synergy with ruthless ruffians, who can sneak attack with a mace: crit, daze, sneak attack with the CA.

Now, your point about not being able to enhance a mace's crit range is a good one I'd not considered, but daze is indeed a powerful status effect for use against melee characters and ranged, in any tier. Just because it's a level below stunned doesn't make it less nasty. Maybe dazed until the start of your next turn so that the ruthless rogue would have to use an AP to take advantage of the CA or the lack of OA/interrupts, but I still think that's tough to balance.