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Weapon Groups

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Weapon Groups

Postby Kendermage » Wed Jan 03, 2007 10:19 am

I have been considering using the Weapon Group feats from the d20 SRD instead of the standard weapon feats (found here http://www.d20srd.org/srd/variant/build ... pFeats.htm). Has anyone else tried this?
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Postby True20Chick » Wed Jan 03, 2007 12:42 pm

Yes, AAMOF! :D

Here's my "groups" for the Weapon Training feat.

Weapon Training (General)
You’re trained in the proper use of a class of weapons. Heroes suffer a −4 penalty on attack rolls with weapons in which they have not been trained. When you select this feat, it applies to one of the following categories.
• Axes: battleaxe, greataxe, handaxe, pick (heavy), pick (light)
• Blades: dagger, greatsword, kukri, longsword, rapier, scimitar, scythe, sickle, sword (short)
• Bows: longbow, shortbow
• Clubs: club, flail, flail (heavy), greatclub, hammer (light), mace (light), mace (heavy), morningstar, quarterstaff, shield bash, warhammer
• Crossbows: crossbow (heavy), crossbow (light)
• Gunnery: artillery, cannons, vehicle weaponry (Modern, Sci-Fi)
• Heavy Weapons: machine gun
• Longarms: rifle, shotgun, submachinegun (Modern, Sci-Fi)
• Polearms: lance, longspear, shortspear, spear, trident
• Sidearms: pistol (Modern, Sci-Fi)
• Thrown: axe (throwing), dagger, dart, javelin, sling
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Postby Streamweaver » Wed Jan 03, 2007 2:04 pm

I like the concept of this. I've thought about using something similar in my game but was concerned it took too much away from warriors. Feats are pretty important in the game and to start forcing them to spread feats to use different weapons seems a bit of a waste. I also have a distaste for using feats to make people basically function, I see them as fun additions not gateways to basic function.

What I've done instead is keep proficiencies as they are but add Weapon Groups to the Attack Focus and Attack Specialization feat instead. It creates the same effect for me in the game without watering any roles or feats down.

As far as grouping goes I use basically the same list True20Chick listed. I like the list Kendermage posted but it seems to violate it's own concept in places. For the most part you seem to be breaking them into logical functional groups but then throw in groups like Druid and Monk with very functionally different weapons.
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Postby Kendermage » Wed Jan 03, 2007 3:14 pm

What I like about it is that it gives some diffrentiation between one warrior and another. You can have one warrior that knows all about swords, but next to nothing about how to wiled an axe. And have the archer who is a wizkid with bows, but rather inept when forced into melee.
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Postby True20Chick » Wed Jan 03, 2007 3:38 pm

My group doesn't mind the Weapon Groups idea. They figure that most players pick a single type of weapon for their character anyway, and almost never use anything but. So, from their POV, nothing's changed. The sword guy uses swords, the axe guy uses axes, the bow guy uses bows, etc.

Of course, as with all house rules, what works for one group will not necessarily work for another.
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Postby Streamweaver » Wed Jan 03, 2007 3:58 pm

I think that's the key, what the group found to be fun and what fits best for that game. Weather you apply them as different proficiency or groups as weapon focus/specializations I think the groupings listed work out pretty well and make sense to me.
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