as someone said above the minute differences in the mechanics of the actual base weapons themselves become obsolete after Tier 1 anyway. And we were done- perfectly balanced, no issues. So we took the mechanics of the maul and replaced the fluff with "two-handed great flail". Same way the bugbear PC in my last Eberron campaign wanted to stick with the Eberron theming of goblinoids usually using chain weapons, while also wanting to use a two-handed weapon. then yes, he can fluff those mechanics so that he dual-wields finessed, light handaxes that do 1d6 damage. If the rogue player then decides for characterization and looks that he wants them to be handaxes. the best it could normally have would be the shortsword/scimitar 1d6 finesse, light. If a dwarf rogue wants to dual-wield finesse weapons. Then, they can fluff on top of it whatever "type" of weapon they want. I always default to the same methodology- I take the fluff off of every weapon on the chart and just look at the mechanics (damage die, special properties, simple/martial/melee/ranged) and let the player take whatever is the "best" version of what they want that is currently available mechanics-wise.
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