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2017-04-25, 08:16 AM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Looks good. Does blaster work on ranged weapons too? does it add a second ammo capacity?
I do have a little worry about mods like ricochet and rapid fire is that it gives you an effect that is usually for feats for the low price of a weapon mod, wich very little gold for adventurers.
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2017-04-25, 01:27 PM (ISO 8601)
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- Feb 2012
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Re: Lemmy's Custom Weapon Generation System
The thing is... Mihtral is basically "steel, but lighter", while gravatus is basically "steel, but heavier". Mixing the two of them would create what? "Steel, but with the same weight"?
It's certainly an interesting material, but a tad too complicated for the little Special Materials chapter of my project... Maybe after it's grown big and strong.
In any case, I'd say an item needs to be at least 40% composed of a certain material to absorb its properties... This limits the effective combinations of two materials, while allowing the crafter to use some fancy material for the handle, for example... Just for flavor.
A very early stage of the rules for combining materials is in already in the draft document, but it probably won't see be in the "official" document for a while... Right now, finishing the modifications and flaws and adding more special materials is higher on the priority list.Last edited by Lemmy; 2017-04-25 at 01:45 PM.
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-25, 01:40 PM (ISO 8601)
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- Feb 2012
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Re: Lemmy's Custom Weapon Generation System
Yes and yes.
Originally Posted by Blaster Modification:
But addressing your concern... There are three points to adding these modifications:
- It's "realistic": Weapons are designed to complement and replace personal skill all the time. The more advanced the technology, the more effective and easier to use weapons become.
- It's setting-appropriate: It'd be difficult to evoke the feel and visual of advanced weapons if they fire at the same rate and have the same ammo capacity as their century-old predecessors. When playing in a modern setting, it's nice to have rules that make the appropriately advanced weapons feel right.
- It's not necessarily allowed: I think this should be something to always keep in mind: Just because all these options are present in the document, it doesn't mean all of them should be present in every setting or campaign... Or that the players (or NPCs) get to cherry-pick as much as they want.
In fact... One of my favorite uses of this system is creating a custom weapon list. A short and simple one, and allowing a few modifications as adjustments that can be freely added (with the appropriate forging equipment and procedure, of course) to individual weapons... And then give new, cooler, unique weapons as the campaign progresses. These weapons may or may not allow smiths and crafters to reverse engineer new modifications.Last edited by Lemmy; 2017-04-25 at 08:13 PM.
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-27, 05:33 AM (ISO 8601)
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- Jan 2013
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Re: Lemmy's Custom Weapon Generation System
While i do agree with this point, the system is meant to be used in different settings over different tech levels, you do need to be carefull that ''Dont use it if you dont like it'' does not get in the way of balance. I'm not saying this with ricochet in mind but with possible future options. You shouldnt add things that are just beter then normal options under the banner of flexibility. but i guess thats what we are all here for with the feedback, to make sure it isnt too good to be added :P
just something to keep in mind that just came to me after rereading your post.
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2017-04-27, 07:22 AM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
You're right. And I do try to make my modifications balanced (notice for example that the Burst modification doesn't work like it would if my only concern was realism). In fact, I really annoys me when people say bad design is okay because "the GM can fix it" or "It's not allowed". Poor design is poor design.
The point I was making is that some modifications, while powerful, might not be unbalanced depending on the setting. Either because they are so common that everyone has them and/or prepares for them (e.g.: firearms in a modern setting or laser beams in a sci-fi campaign) or because they are extremely rare or even completely nonexistent, to the point where it's all but impossible for the PCs to find them.
e.g.: In a world of tanks and machine guns, having an ammo capacity in the hundreds and the burst modification is ok. In a world of swords and longbows... Not so much.
I probably wouldn't allow Blaster, Energy Conduit or Refilling in a medieval- setting or campaign, unless the PCs have access to magi-tech or something equally advanced. Maybe a particularly unique crossbow could have the Burst modification, or something like that... But otherwise, they're probably not going to be part of the game.
Still, despite my best attempts to prevent it... I'm sure there's some combination of modifications that is pretty overpowered. It's pretty much unavoidable with point-buy systems... So that's why I mention that GM and players should keep in mind that the vast majority of characters (both PCs and NPCs) are usually unable to pick and choose what modifications they want. Not only based on setting, but also on skill/knowledge/technology/resources available to the crafter.
Sure, a laser gatling gun would be nearly unstoppable in the renaissance... And the player has creativity and necessary feats to create one using my homebrew... But does his character have the necessary know-how, tools and resources to do it? Where will he get a battery for the laser? Where will he get the components necessary for the gun? Where did he even get the idea of a gatling gun so early in history? Specially one that shoots laser!
Now... Maybe he has that cool, unique rapid-fire crossbow I mentioned before... Because that's what he has access to.
OTOH... In a game where the is setting like the ones presented in Final Fantasy, Monster Hunter and RWBY, for example... I'm all for letting the players go crazy (although the GM should probably still check if any combination is way too good. Like I said... I'm sure there is some combo that is really powerful and I haven't noticed yet!). Part of the fun in those scenarios is coming up with badass freaky weapons that may or may not make sense if we apply real-world logic to them...
And that's another great reason for me to do my best to keep things balanced.Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-27, 08:15 AM (ISO 8601)
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- Feb 2012
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Re: Lemmy's Custom Weapon Generation System
Here's is my very first draft for Inanis... The magic-disrupting material.
Like all other materials, it has no cost assigned to it yet (I really should get to that )... I'm not sure how balanced it is, though. It's probably not very good for PCs, but might make a cool material for some sort of mage-hunting organization.
Spoiler: Inanis
Inanis is a very rare metal of deep black color. Its dark, opaque appearance makes it difficult to identify as a metal. Still, it can be forged, shaped, tempered and (with great effort and expenses) enchanted. Inanis is known for its magic-disrupting abilities. Spells and magical effects are all greatly reduced (and sometimes completely nullified) by the material. This makes inanis simultaneously highly valuable and completely worthless, depending on who you ask. There are stories of mages in the darkest corners of the world who found a way to have their magic work perfectly fine on inanis, but so far, there's no evidence that such stories are anything but baseless rumors.
- Armor made of Inanis provides spell resistance, but also causes a significant chance of spell failure, depending on the type of armor. This chance of spell failure affects not only arcane spells, but all spells and spell-like abilities.
Light armor provides SR 15 and a 25% chance of spell failure, medium armor provides SR 25 and 50% chance of spell failure. Heavy armor provides SR 40 and a 75% chance of spell failure.
- Weapons made of Inanis give the character a +5 bonus on physical attacks and maneuvers made to deflect or disrupt magic (such as the Shatterspell feat).
Additionally, objects made of pure inanis are immune to all magical effects affected by spell resistance and/or with caster level 5 or lower. This immunity does not extend to those using or wearing said objects.
The cost for magically enhancing an object made of inanis is double the normal cost for the same enhancement.
Last edited by Lemmy; 2017-04-27 at 08:16 AM.
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-28, 04:37 AM (ISO 8601)
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- Jan 2013
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- The netherlands
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Re: Lemmy's Custom Weapon Generation System
Well that is exactly what i was trying to say, glad you got my point ^^
i am not very familiar with spell resistance, but i imagine 40 being pretty darn high. For the weapons made from the stuff, how many ways are there to deflect magic in 3.5/pathfinder? I think i nice addition to this would be that a spellcaster hit with a weapon made from inanis either looses a spell or needs to make a high safe to cast at all for X rounds.
That way you could actually use it offensively against casters. as it is now, it feels like the Anti Magic material is a little anticlimactic. cant put my finger on it though
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2017-04-28, 06:22 AM (ISO 8601)
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2017-04-28, 08:38 AM (ISO 8601)
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- Feb 2012
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Re: Lemmy's Custom Weapon Generation System
Yes. That's been my design philosophy from the start:
- Create Cool Options.
- Try to Make Them Balanced.
- Remember That Balance Requires Context Sometimes (e.g.: gatling gun in the renaissance vs gatling gun in sci-fi future)
- Try to Balance Them Anyway.
- Remember That No Option Has to Be Available to Every Character/Setting/Campaign.
- Still, Try to Balance Them One More Time, Just to Be Safe.
- Coolness and Effectiveness Should Never Be at Odds!
Like Khadgar said, it's pretty high, but not insurmountable. Still, martials are probably the only ones who'll find an use for this metal... The high cost of enhancement also keeps it from being anyone's main weapon, unless they can get around it somehow. SR isn't really a good ability to have... But for some characters it might be useful. In its current form, Inanis is probably more effective as a defensive tool than as an offensive one.
There are a few ways nowadays... Spell Sunder, Spellshatter, another dispelling-attack feat whose name I don't remember, a feat that allows fighters to deflect rays...
There are some spells that can be destroyed, like Wall of Force (although, to make that more useful, I should probably add that Inanis also increases damage vs magical effects and summoned creatures). I don't want any mechanics that completely stops the caster from casting... Although an increase in the DC of concentration checks for not losing the spell when damaged mid-casting would be cool...Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-28, 11:09 AM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
@lemmy lets think buddy this metal makes good caster limiter dc 40 save on each attack. I dont know but it begs for fail in crucial time and its all you need to f the mage simple slip in concentration and the spell you cast is fizzles plus if you combo with something speedy you can get good results in same combat due
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2017-04-28, 11:45 AM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-05-02, 02:21 PM (ISO 8601)
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- Feb 2012
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Re: Lemmy's Custom Weapon Generation System
I really want to include a "Sample Custom Weapon List" with a few generic weapons... But by the gods, is that a lot more work than I remembered! And of course I lost the file where I had a list made for one of my campaigns.
*sigh*Last edited by Lemmy; 2017-05-02 at 02:30 PM.
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-05-02, 03:54 PM (ISO 8601)
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2017-05-04, 01:13 PM (ISO 8601)
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- Jan 2011
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- Minneapolis, MN
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Re: Lemmy's Custom Weapon Generation System
It's a beautiful system. I kinda feel like I'm wasting its intricacies by giving my villain a custom Exotic 2H Greatsword that does 2d10 base damage, from x3 Improved Damage Die.
.....Homebrew:
Rolled up yet another +1 Flaming Longsword or Potion of Cure Light Wounds as loot? Refluff them! Also included, Riding Dogs and Horses with personality!
Awesomely detailed avatar by Derjuin.
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2017-05-04, 09:34 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Oops... Sorry for the long time to reply! I was busy with a few things and didn't really have the time to check the thread.
I'm always in favor of other people doing my work for me!
I'm just no sure how generic I want my weapons to be...
So far... my base idea is something like this:
(names in quotation marks aren't defined)
Spoiler: Simple
Melee:
light club (fire conduit weapon?)
simple torch
simple dagger
brass knuckles/gauntlets
heavy club
ax/cleaver
sickle
pitchfork
spear (reach)
Ranged:
crossbow
cranequin (crossbow using the cranked(automatic) mechanic)
sling (not sure how to build this one... Might actually require a new 0* cp modification)
blowgun (see sling )
Spoiler: Martial
Melee:
shortsword
cestus
mace/warhammer
throwing ax
longsword
"curved blade" (saber/scimitar/katana)
rapier
flail/nunchaku
"martial sickle"
greatsword
battleaxe
lance
earth-breaker
"bladed polearm" (glaive, guisarme, halberd, etc)
longspear/pike
Ranged:
shortbow
longbow
throwing dagger/shuriken
pilum
Spoiler: Exotic
Melee:
whip
net (throw) (not sure how to do this right now)
bladed scarf
chained sickle
branched sword
Ranged:
handcrossbow
flask thrower (fire-damage energy weapon?)
chakram *
I stated some already, but I'm not sure about the rest... I want them to be a true choice, but don't necessarily want them to sue all craft points available to them. And I'm still not sure how to classify (early) firearms... A realistic choice would be Simple Weapons... PF has them as exotic, but Paizo really overestimates their effectiveness, IMHO. But maybe simple is also underestimating them... Maybe martial? I have no idea.Last edited by Lemmy; 2017-05-04 at 09:37 PM.
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-05-04, 09:36 PM (ISO 8601)
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- Feb 2012
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Re: Lemmy's Custom Weapon Generation System
Last edited by Lemmy; 2017-05-04 at 09:53 PM.
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-05-05, 06:31 AM (ISO 8601)
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- Dec 2016
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- Hunting "Yonder."
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Re: Lemmy's Custom Weapon Generation System
This is beautiful, in fact could I use it in a class? like this:
Spoiler: I have to ask Lemmy if I can useIncreased Modification Capacity: When creating a weapon (and using Lemmy’s Custom Weapon Generation System) the craft points a weapon can have is increased by ½ the lord smith’s intelligence modifier.
Did I say it was wonderful?Last edited by Westhart; 2017-05-05 at 06:56 AM.
Homebrew: If it is mine feel free to PEACH and/or use it.
Extended Signature
Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.
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2017-05-05, 07:36 PM (ISO 8601)
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- Jul 2016
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- The system of Sol
Re: Lemmy's Custom Weapon Generation System
DISCLAIMER: I am not a munchkin, it's just sometimes fun to pretend
What about an exotic 2H club, made of gravatus, with +12 motorblade, x3 improved damage die, and energy conduit?
Damage formula: 9d6+BAB/2+1.5*Str+2, avg 27 with BAB 0 and Str 10
Or an exotic 2H automaticcrossbowrock-flinger, made of gravatus, with +12 autocrank, two burst fires, and three improved reloads? Firing alchemical bullets?
Damage formula: 6d8+1d6+BAB/2+2, free reload, 20ft range, avg 27 with BAB 0
That being said, the fact that people can break the system does not mean the system is broken. I made 4 pages of great flavorful balanced weapons before deciding to max my damage. I do believe the system works well.Physics in D&D is only superficially similar to real world physics.
Avatar by Honest Tiefling
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2017-05-06, 01:59 AM (ISO 8601)
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2017-05-06, 08:29 AM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Last edited by Lemmy; 2017-05-06 at 09:04 AM. Reason: stupid typos...
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-05-06, 08:52 AM (ISO 8601)
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- Feb 2012
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Re: Lemmy's Custom Weapon Generation System
Those are pretty cool... But not completely accurate.
First: You'll spend 6 points with just the Improve Damage Die (x3). That means you need at least 2 points in flaws to do it (assuming you used the Exotic Bludgeoning Melee template).
Second: The Motorblade modification (and Crank(automatic)) replaces your Strength modifier on damage rolls. They don't add to it. They're basically a technological substitute for human strength.
Third: Motorblade modification (as well as Crank(automatic)) have a damage bonus limit equal to 2+ 1/2 user's BAB, which means, no matter how much gold you spend on them, the maximum damage bonus they'll deal when wielded by a character with BAB +0 is... +2. And they don't benefit from being wielded two-handed.
Fourth: Ranged weapons made of gravatus don't get any increase in damage. You have to use gravatus ammo for it to have any effect. It does shorten your range, though.
Last But Not Least: Gravatus weapons weigh 16 times as much as normal weapons... Admittedly, I haven't added rules or guidelines for weapon weight (yet), but if we assume a 2-handed club weighs, let's say, 5.5 lb (the same as an actual zweihander sword does, which is still less than what a two-handed hammer/club would weigh), then one made of gravatus weighs 80 lb. That means, if you're carrying absolutely nothing else, you still need Str 17 just to avoid being encumbered by it. Now... Admittedly, you can still fight even with heavy encumbrance, so you can wield it with just Str 08... But some GMs might not like you wielding something that takes pretty much all of your strength just to lift.
(That reminds me: I should really add weight rules/guidelines to the project... Maybe also add a few special cases for mithral and gravatus.)
Your base damage die calculation is accurate, though.
And as usual: Thank you for using my humble system. I hope it always succeeds in improving your RPG experience.Last edited by Lemmy; 2017-05-06 at 09:04 AM. Reason: Typos. Also, I remembered one additional point.
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-05-06, 09:03 AM (ISO 8601)
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- Feb 2012
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Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-05-06, 09:29 AM (ISO 8601)
- Join Date
- Jul 2016
- Location
- The system of Sol
Re: Lemmy's Custom Weapon Generation System
Here they are. Most of them were based on video games.
SpoilerIn SSB4, Zero Suit Samus has a blaster pistol that can transform into an electric whip
Samus' Electro-Whip:
Double weapon
[1d6/19-20x2/S/Melee]
Template: Melee Exotic 1H Slashing
Modifications: Whip, Whip (reinforced), Elemental damage (electricity), Endless charge, Finesse, Double, Concealed
[1d6/20x2/P/90ft][Free reload]
Template:Ranged Exotic Light Piercing
Modifications: Elemental Damage (fire), Endless charge, Improved damage die, Concealed
The next three were based on weapons from Hyrule Warriors. This one is interesting because it's a double weapon, but one end is two handed. I think that would mean that you can only wield one end at a time, but you wouldn't take any special bonuses or penalties from it (essentially, you have two weapons that are glued together that you can switch between).
Princess Ruto's Silver Scale
Double weapon
[2d6/19-20x2/S/Melee]
Template: Ranged Exotic 2H Slashing
Modifications: Double, Improved damage die, Submariner, Finesse
[1d6/20x2/S/60ft][Free reload]
Template: Ranged Exotic Light Slashing
Modifications: Double, Improved damage die, Elemental damage (cold)(charge regenerated by attacking with the other end), Improved reload, Deadly
I'm less satisfied with this one than the others, but that's probably because the abilities I'm trying to replicate are pretty insane. In the game, Linkle has the ability to launch hundreds of bolts per second from crossbows small enough to fit in one hand. No one has any clue where the bolts come from.
Linkle's Hand Crossbows
Twinned weapon
[1d6/20x2/P/60ft][Ammo capacity 10][Standard reload]
Template: Ranged Exotic 1H Piercing
Modifications: Improved ammo capacity x3, Twin, Burstfire, Scattershot, Reduced reload speed
[1d4/20x2/P/60ft][Ammo capacity 10][Free reload]
Template: Ranged Exotic Light Piercing
Modifications: Improved ammo capacity x3, Twin, Burstfire, Scattershot, Reduced reload speed
*Requires a crafter with Extraordinary Smith. If none are available, remove one Improved ammo capacity. If one can add two points to a weapon, remove reduced reload speed*
Darunia's Igneous Hammer
[2d8/20x2/B or P/Melee]
Template: Melee Martial 2H Bludgeoning
Modifications: Improved damage die, Additional damage type (piercing), Energy conduit, Endless charge, Unwieldy
This is just an iron ball attached to a chain
Ball and Chain
[2d6/20x2/B/Melee][10ft throwing range]
Template: Melee Martial Light Bludgeoning
Modifications: Improved damage die x2, Thrown weapon, Spinning
These two are Star Trek phasers, both the handheld and rifle types
Handheld Phaser
[1d8/20x2/B/30ft]
Template: Ranged Martial 1H Bludgeoning
Modifications: Improved reload speed x2, Nonleathal, Firearm, Major utility (superior cutting ability)
Phaser Rifle
[1d10/20x2/B/60ft]
Template: Ranged Martial 2H Bludgeoning
Modifications: Improved reload speed x3, Nonleathal, Firearm, Major utility (superior cutting ability)
By now, I was really running out of ideas, so I looked up "ridiculous video game weapons," and voila.
Gun-chucks
Double weapon
[1d8/19-20x2/B or S/Melee][Monk]
Template: Melee Martial 1H Slashing
Modifications: Double, Monk, Alt. damage type (bashing), Improved damage die
[1d4/20x2/P/60ft][Monk]
Template: Ranged Martial Light Piercing
Modifications: Double, Monk, Improved reload speed x2, Firearm
This is an ordinary deck of cards. Or, alternatively, this is what you can do with a Deck of Many Things if no one wants to draw.
Deck of Many Cards
[1d6/20x2/B or S/30ft][Ammo-like thrown][Free reload]
Template: Ranged Martial Ammo-like Thrown Bashing
Modifications: Improved damage die x2, Improved Range, Alt. damage type (slashing), Reduced reload speed.
An arm that has been surgically extended
Extra-long arm
[1d4/20x2/B/Melee]
Template: Melee Simple Light Bludgeoning
Modifications: Reach, Grapple, Attatched (limb), Nonleathal
Physics in D&D is only superficially similar to real world physics.
Avatar by Honest Tiefling
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2017-05-06, 10:11 AM (ISO 8601)
- Join Date
- Jul 2016
- Location
- The system of Sol
Re: Lemmy's Custom Weapon Generation System
First off, I miscalculated this morning. They deal 29 average, not 27.
I did, I just neglected to write it down in my post. I put the wasteful flaw on it for -2 CP
I also put a reduced range flaw and the unwieldy flaw on the rock-flinger to pay for the improved reloads.
Second: The Motorblade modification (and Crank(automatic)) replaces your Strength modifier on damage rolls. They don't add to it. They're basically a technological substitute for human strength.
Third: Motorblade modification (as well as Crank(automatic)) have a damage bonus limit equal to 2+ 1/2 user's BAB, which means, no matter how much gold you spend on them, the maximum damage bonus they'll deal when wielded by a character with BAB +0 is... +2. And they don't benefit from being wielded two-handed.
That's also where the BAB/2 term in each damage formula comes from. No other part of the weapons scale to BAB.
Fourth: Ranged weapons made of gravatus don't get any increase in damage. You have to use gravatus ammo for it to have any effect. It does shorten your range, though.
But that's probably more of an upgrade. I had already taken into effect the range reduction, and at least now the weapon's light enough to pick up. took the darned thing down to 20ft range, it did. can hardly be called ranged now.
Last But Not Least: Gravatus weapons weigh 16 times as much as normal weapons... Admittedly, I haven't added rules or guidelines for weapon weight (yet), but if we assume a 2-handed club weighs, let's say, 5.5 lb (the same as an actual zweihander sword does, which is still less than what a two-handed hammer/club would weigh), then one made of gravatus weighs 80 lb. That means, if you're carrying absolutely nothing else, you still need Str 17 just to avoid being encumbered by it. Now... Admittedly, you can still fight even with heavy encumbrance, so you can wield it with just Str 08... But some GMs might not like you wielding something that takes pretty much all of your strength just to lift.
Yes, it would be way too heavy to lift. But I saw that there were no weight guidelines and I exploited it.
And I doubt that's the first thing GMs would object to. Theoretical optimization, and all that.Physics in D&D is only superficially similar to real world physics.
Avatar by Honest Tiefling
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2017-05-06, 01:21 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
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2017-05-06, 05:00 PM (ISO 8601)
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- Dec 2016
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- Hunting "Yonder."
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Homebrew: If it is mine feel free to PEACH and/or use it.
Extended Signature
Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.
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2017-05-06, 05:51 PM (ISO 8601)
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- Feb 2012
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Re: Lemmy's Custom Weapon Generation System
Cool. That means everything is working!
Oddly enough... That might be the only thing I'd object. I mean... The whole point of wielding a super-sized bludgeoning weapon made of gravatus is to have a huge base damage die. I don't mind it. In a setting where such a weapon is available, there are probably other badass stuff on the weapon food-chain.
However, your post does point out a few things for me:
1- I really need to add those weapon weight rules... :P
2- The "unwieldly" flaw is probably too good. I should probably reduce its cp bonus to 0*. Another possibility is changing it so that it adds a max-Dex-bonus-to-AC limit, like armor and shields. It's a more interesting idea, IMHO, but also probably too "abusable" for low-Dex characters.
3- I might consider the idea of increasing the cost for Improved Damage Die the third time it's added. Not a fan of the idea, though...
4- I really need to figure out the price of each material... But I'm not very good at calculating item prices and don't find it enjoyable to do like the rest of the homebrew.
EDIT: Now that I think about it... Another good thing about adding weapon weight, is that I have an excuse to add another page to the document... I can then use that page to not only add the weapon weight rules, but also to expand on the "Technology and Weapon Modifications" section. Maybe add a couple examples and such.Last edited by Lemmy; 2017-05-06 at 06:04 PM.
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-05-06, 05:56 PM (ISO 8601)
- Join Date
- Feb 2012
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Re: Lemmy's Custom Weapon Generation System
Hmmm... Cerberus is the triple nunchuks, right? should probably be a Exotic Bludgeoning Melee Weapon with Monk, Additional Damage(piercing) and Energy Conduit (cold) modifications.
Thanks! If you do find one, tell me. Then I can add new modifications to make them a possibility!Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-05-07, 06:25 AM (ISO 8601)
- Join Date
- Jan 2013
- Location
- The netherlands
- Gender
Re: Lemmy's Custom Weapon Generation System
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2017-05-07, 09:47 AM (ISO 8601)
- Join Date
- Feb 2012
- Gender
Re: Lemmy's Custom Weapon Generation System
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.