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Lemmy
2016-09-14, 05:31 PM
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inuyasha
2016-09-15, 09:24 AM
I am in shock and awe at the size of this google doc. I do not have the time to review it or anything right now, but I just want to let you know that I might be playing with it throughout the day when I should be learning...

khadgar567
2016-09-15, 09:50 AM
okay how you build warglaive of azzinoth from warcraft with this supplement I know ıts double weapon can be used for two weapons fighting but I am driving blank from there
https://img.costumecraze.com/images/vendors/hrc/8425-Warglaive-Of-Azzinoth-Weapon-large.jpg

inuyasha
2016-09-15, 10:36 AM
Just a quick comment. Am I missing something, or are gunpowder weapons very cheap?

Lemmy
2016-09-15, 10:46 AM
I am in shock and awe at the size of this google doc. I do not have the time to review it or anything right now, but I just want to let you know that I might be playing with it throughout the day when I should be learning...Haha! Thanks! And sorry for disrupting your education. But hey... Now you can at least build a crossbow worth using! :)


Just a quick comment. Am I missing something, or are gunpowder weapons very cheap?
Most "base design" modifications (i.e.: modifications that completely define how a weapon works) cost 0* cp. Gunpowder weapons aren't particularly good, IME. In fact, by Pathfinder's RAW, they are arguably the worst weapons around.

Sure you can target touch AC on the first range increment... But unless your whole class is fully devoted to using them, they'll always deal pitiful damage. Not to mention they cost as much as magic weapon, have really short range, take a long time to reload, use absurdly expensive ammo and, just to top it all off, have innate fumble mechanics (that go beyond Nat 1s, BTW).

They aren't nearly as bad in this homebrew, but they still don't add any modifier to damage unless you belong to an specific class, so I currently don't a reason to make them more costly.

Lemmy
2016-09-15, 10:59 AM
okay how you build warglaive of azzinoth from warcraft with this supplement I know ıts double weapon can be used for two weapons fighting but I am driving blank from there
https://img.costumecraze.com/images/vendors/hrc/8425-Warglaive-Of-Azzinoth-Weapon-large.jpg
Hmm... That's a tricky one. We could treat it as a double weapon, with each blade being a different end. However, I remember seeing it being dual-wielded too, so that implies it's a single one-handed or light weapon.

Hmmm... I think I'd make it an exotic one-handed slashing weapon with the following modifications: Barbed (2 cp), Deadly (0* cp), Finesse (1 cp), Improved Critical Threat Range (3 cp), and Trip (0* cp), so it'd end up like this:

[1d8 18-20/x2 / S / Melee] [Deadly] [Finesse] [Trip]

If you prefer to make it a double weapon, I'd make it an exotic light slashing weapon (so that both ends are symmetrical), remove the Finesse modification (unnecessary since it's now a light weapon, anyway) and use the remaining cp to pay for the double modifcation.

What do you think? :smallsmile:

inuyasha
2016-09-15, 11:05 AM
Thanks for the reply on the firearms! I never really realized that before. I have a weapon example cooked up, would you tell me if I did it right? I'll write up fluff later.

Gnomish Springdagger
Exotic Light Ranged Weapon
1d4 damage
60ft.
Attached to arm +1
Concealed +0
Improved Critical Threat Range (19/20) +3
Brace +0
Distracting +1
Cranks (Automatic) *1, +1
6CP
134 gp

khadgar567
2016-09-15, 11:16 AM
Hmm... That's a tricky one. We could treat it as a double weapon, with each blade being a different end. However, I remember seeing it being dual-wielded too, so that implies it's a single large one-handed or light weapon.

Hmmm... I think I'd make it an exotic one-handed slashing weapon with the following modifications: Barbed (2 cp), Deadly (0* cp), Finesse (1 cp), Improved Critical Threat Range (3 cp), and Trip (0* cp), so it'd end up like this:

[1d8 18-20/x2 / S / Melee] [Deadly] [Finesse] [Trip]

If you prefer to make it a double weapon, I'd make it an exotic light slashing weapon (so that both ends are symmetrical), remove the Finesse modification (unnecessary since it's now a light weapon, anyway) and use the remaining cp to pay for the double modification.

What do you think? :)
works for me to bad we cant pay extra for additional craft point cuz only thing I add that beast is a gem that let me deal ranged magic damage
another question is there a way we can create magic using guns ( i mean modification allows us to create magic firing guns) if yes then we can create rune arms from d&d online?

Lemmy
2016-09-15, 11:35 AM
Thanks for the reply on the firearms! I never really realized that before. I have a weapon example cooked up, would you tell me if I did it right? I'll write up fluff later.

Gnomish Springdagger
Exotic Light Ranged Weapon
1d4 damage
60ft.
Attached to arm +1
Concealed +0
Improved Range (19/20) +3
Brace +0
Distracting +1
Cranks (Automatic) *1, +1
6CP
134 gp
By "Improved Range", do you mean "Improved Critical Threat Range"? You mention a 19-20 next to it, so I'm not sure if that's the case or if you mean taking multiple stances of the "Improved Range" modification.

Assuming you meant "Improved Critical Threat Range", I don't any error (maybe the gold cost, though. Honestly, I've never used it before since base weapon prices are pretty much completely irrelevant past 1st level :smalltongue:).

I must note that the Crank (automatic) can be a bit too powerful, as it allows characters with low Str score to deal good damage (of course, that's kinda of the whole point of having an automated crank, but still, some GMs/players may not like it). As usual, it's up to GMs and their players to decide what modifications are allowed and how common they are. :smallsmile:

inuyasha
2016-09-15, 11:41 AM
By "Improved Range", do you mean "Improved Critical Threat Range"? You mention a 19-20 next to it, so I'm not sure if that's the case or if you mean taking multiple stances of the "Improved Range" modification.

Assuming you meant "Improved Critical Threat Range", I don't any error (maybe the gold cost, though. Honestly, I've never used it before since base weapon prices are pretty much completely irrelevant past 1st level :smalltongue:).

I must note that the Crank (automatic) can be a bit too powerful, as it allows characters with low Str score to deal good damage (of course, that's kinda of the whole point of having an automated crank, but still, some GMs/players may not like it). As usual, it's up to GMs and their players to decide what modifications are allowed and how common they are. :smallsmile:

Ah yes, I meant critical range. The idea behind the item is a wrist mounted spring to propel a dagger much further and more powerfully than a gnome actually can.

khadgar567
2016-09-15, 11:51 AM
Ah yes, I meant critical range. The idea behind the item is a wrist mounted spring to propel a dagger much further and more powerfully than a gnome actually can.
so its basicly phantom blade from assassin's creed

Lemmy
2016-09-15, 11:54 AM
works for me to bad we cant pay extra for additional craft point cuz only thing I add that beast is a gem that let me deal ranged magic damage
Oh, my dear grasshopper... All you need is a bit of creativity (and some disregard for the original intent behind certain weapon modifications :smallbiggrin:). I'm been fooling around with this system for quite a while now. Not only I created it, I also playtested it with multiple groups. So, let me help you add that gun:

OK, take that build I showed you:

[1d8 18-20/x2 / S / Melee] [Deadly] [Finesse] [Trip]

Now, first, let's make it a light weapon! That saves us 1 cp, since we can now remove the [Finesse] modification. Now... With that extra cp, what do we do? Exactly! We buy the Double modification! But instead of using it so that each blade is a different end, we're going to be more creative this time... One weapon end will be the whole bladed thing...

The other weapon end will be... An exotic light ranged weapon! Let's give it [Improved Range] so to increase its range increment to 60 ft, then add [Elemental Damage] costing 3 cp (because shooting lightning is cool, but recharging isn't). We still have 1 cp left, we could increase its range again, but that's no fun, so let's, say, give it Utility [Major] and give it the ability to use the electricity to light the way ahead as a hooded lantern.

...And you can still add two 0* cp modifications of your choice!

What do you think?


Now your weapon can be used in melee:

[1d6 18-20/x2 / S / Melee] [Deadly] [Double] [Trip]

or from range:

[1d6 20/x2 / Electricity / 60 ft] [Double] [Utility: provides light as a hooded lantern]


another question is there a way we can create magic using guns ( i mean modification allows us to create magic firing guns) if yes then we can create rune arms from d&d online?Hmm... I only have very superficial knowledge of DDO, so I don't know how its rune weapons work. There's a modification that allows you to deal non-magical elemental damage, though. It was meant to allow players to craft flamethrowers, acid flasks, stun batons and such, but nothing stops you from using them to create an elemental weapon. It'll become magical anyway once you add the first +1 enhancement.

:smallsmile:

Lemmy
2016-09-15, 11:59 AM
so its basicly phantom blade from assassin's creedHey, I used that one as one of my sample weapons! I called it "Hidden Blade of Assassins", though.

I went to check it out and actually noticed a small mistake on another sampe weapon, the Reverse Katana. Look at that... We aren't even past the 1st page and you guys already helped me improve my homebrew! :smallbiggrin:

khadgar567
2016-09-15, 12:05 PM
Hmm... I only have very superficial knowledge of DDO, so I don't know how its rune weapons work. There's a modification that allows you to deal non-magical elemental damage, though. It was meant to allow players to craft flamethrowers, acid flasks, stun batons and such, but nothing stops you from using them to create an elemental weapon. It'll become magical anyway once you add the first +1 enhancement.

:smallsmile:
lets look something similar to rune arm which is mega man's mega buster functionally same thing you fire energy projectile from gauntlet attached to your hand

Lemmy
2016-09-15, 12:48 PM
lets look something similar to rune arm which is mega man's mega buster functionally same thing you fire energy projectile from gauntlet attached to your hand
Well, any light weapon can be attached to one of your limbs for 1 cp... And any weapon can deal elemental damage for 2 cp (3 cp if you don't want to have to worry about charges/fuel)

That means it's possible to make martial and exotic weapons that shoot fire. IIRC, one of my sample weapons is actually a gauntlet with an attached firearm, based on Yang from RWBY. :)

inuyasha
2016-09-15, 12:55 PM
You don't mind if I (or we as a forum) proceed to post a bunch of examples using this system do you? This is more fun than the Pathfinder one, and I've definitely got quite a few ideas...

Lemmy
2016-09-15, 01:10 PM
You don't mind if I (or we as a forum) proceed to post a bunch of examples using this system do you? This is more fun than the Pathfinder one, and I've definitely got quite a few ideas...
Mind? MIND?

My friend... I'd love it!

The whole point of sharing this stuff is so that other people can enjoy it! Go ahead and download it as a .pdf if you want too! Share with your friends! Have fun! That's why I made and shared it!:smallbiggrin:

And hey, I'd also love to hear your feedback too. Tell me about your experience so that I can continue to improve this little homebrew project (I still have ideas for it :smallbiggrin:).

inuyasha
2016-09-15, 02:08 PM
Alright then! I got an idea for my current game, which is very primitive so there's no metallurgy or anything.

I want to have an ogre or two using some of these:

Stone Lash
Exotic Two Handed Melee Weapon
Damage: 2d8, 15 foot reach
Crit: 20x2
Improved Damage Die (+2), Whip-like (+0), Whip (reinforced) (+1), Tripping (+0), Tangling (+1), Sunder (+1), Performance (+1)
6CP
34 GP

The stone lash is a big rope with large stones tied all along its length, the stones hammer into people and wrap around things with ease, doing horrible damage in the process.

Lemmy
2016-09-15, 03:54 PM
Heh... That's pretty cool. I don't know if I'd add the Reinforced modification to a whip made mostly of primitive rope, but I like the weapon.

And remember! A little disregard for the original intent of a certain modification can go a long way to inspire creative new weapon designs! :smallbiggrin:

inuyasha
2016-09-15, 04:14 PM
Heh... That's pretty cool. I don't know if I'd add the Reinforced modification to a whip made mostly of primitive rope, but I like the weapon.

And remember! A little disregard for the original intent of a certain modification can go a long way to inspire creative new weapon designs! :smallbiggrin:

I added the reinforced modification because of the large rocks, they'll probably cause some wicked damage.

I think my next weapon will be some sort of alchemist's fire-spraying hose.

Lemmy
2016-09-15, 05:05 PM
I added the reinforced modification because of the large rocks, they'll probably cause some wicked damage.Can't argue with that.


I think my next weapon will be some sort of alchemist's fire-spraying hose.I think I made one like that using [Elemental Damage] and [Scatter]

inuyasha
2016-09-15, 05:50 PM
Cool!

I'm thinking I might actually hold off on building that one a little bit. I'd really like to see some weapon drawbacks, because honestly I think some of the ranges can get a bit crazy. For instance with my Gnomish Springdagger I'd make it probably have a 30ft range. Also the fragile and misfiring qualities would be fun to incorporate.

DuctTapeKatar
2016-09-15, 06:08 PM
I think adding a Disrupting modification could improve the modification selection. Having weapons which can mess with with a spell caster's ability to cast spells might be something worth looking into.

My idea for a weapon with this quality is basically a bell/mace combo.

Inquisitor's Bell
"For whom does your bell toll for, Inquisitor?" "It tolls for thee, Heathen."
This inquisitor's mace has been made so that its bell-shaped head gongs loudly upon impact.
[1d8/ 20x2/ B / Melee]
Template: Melee Exotic One-handed Bludgeoning weapon
Modifications: Disruptive*, Holy Symbol (cp 0)

*Disruptive weapons interfere the spells of all spell casters within the weapon's striking range; The DC of spells increases by +2 for every spell caster in the weapon's effective range. Thrown weapons and ammunition with the Disruptive modification only affect those hit by the weapon.
Requirements: Exotic template Craft Points: 2

Lemmy
2016-09-15, 06:44 PM
Cool!

I'm thinking I might actually hold off on building that one a little bit. I'd really like to see some weapon drawbacks, because honestly I think some of the ranges can get a bit crazy. For instance with my Gnomish Springdagger I'd make it probably have a 30ft range. Also the fragile and misfiring qualities would be fun to incorporate.
Ah, yes... The weapon flaw system. I've been putting off doing that one out of fear that it might completely break the system (as do nearly all disadvantages/flaw systems I've seen :smallredface:)

My current idea is that weapon flaws would give you a separate craft point pool, rather than just adding to the total, that way you can't take a two -1 cp flaws and make a martial falcata 18-20/x3...

There are 3 or 4 modifications I want to add, then I'll add two special materials I've been thinking about... After that, I'll finally man up and start moving my Weapon Flaw system from the draft document to the main google.doc. :smallsigh:

Lemmy
2016-09-15, 06:49 PM
I think adding a Disrupting modification could improve the modification selection. Having weapons which can mess with with a spell caster's ability to cast spells might be something worth looking into.

My idea for a weapon with this quality is basically a bell/mace combo.

Inquisitor's Bell
"For whom does your bell toll for, Inquisitor?" "It tolls for thee, Heathen."
This inquisitor's mace has been made so that its bell-shaped head gongs loudly upon impact.
[1d8/ 20x2/ B / Melee]
Template: Melee Exotic One-handed Bludgeoning weapon
Modifications: Disruptive*, Holy Symbol (cp 0)
Heh... Add Utility[Minor] (works as bell) (0*cp)


*Disruptive weapons interfere the spells of all spell casters within the weapon's striking range; The DC of spells increases by +2 for every spell caster in the weapon's effective range. Thrown weapons and ammunition with the Disruptive modification only affect those hit by the weapon.
Requirements: Exotic template Craft Points: 2. I believe you meant the DC for concentration checks, rather than the DC to resist spells. Hmm... This has potential... I'll make a note about it on my draft document and add it once I have the wording down. Thanks for the suggestions (I hope you don't mind me shamelessly stealing your idea :smallbiggrin:)

I thought about making an "Intimidating" modification for weapons that look particularly vicious to give a +2 bonus to Intimidate, but then I realized that could already be done via Utility[Major], since it specifically mentions that giving the same bonus as a masterwork tool is within its parameters.

inuyasha
2016-09-15, 06:55 PM
Ah, yes... The weapon flaw system. I've been putting off doing that one out of fear that it might completely break the system (as do nearly all disadvantages/flaw systems I've seen :smallredface:)

My current idea is that weapon flaws would give you a separate craft point pool, rather than just adding to the total, that way you can't take a two -1 cp flaws and make a martial falcata 18-20/x3...

There are 3 or 4 modifications I want to add, then I'll add two special materials I've been thinking about... After that, I'll finally man up and start moving my Weapon Flaw system from the draft document to the main google.doc. :smallsigh:

Well don't rush it if you don't wanna. This is a really good system, I like it way more than the pathfinder one and intend to play with it for sure :biggrin:

as91
2016-09-16, 01:22 AM
This is great! I had been looking for something like it awhile back and couldn't find anything that really did what I wanted. This is pretty much exactly what I was looking for.

Some thoughts-

The Nonlethal modification seems to give the choice of dealing nonlethal damage with no penalty or attacking lethally. Is that intentional? Compare to weapons like the sap which only do nonlethal damage.

If you add them could there be a flaw that slows the reloading time of ranged weapons? I was building an exotic light cannon because I wanted it to have the Attached modification but I didn't want it to reload as a free action.

Edit- Would you consider a weapon or part of it being magnetic a Major or Minor Utility modification?

ShiningStarling
2016-09-16, 01:54 AM
I... have dreamt of making this kind of system for years...

I love it :D

Surprise Knife
This incredibly sneaky knife is very difficult to use, but incredible deadly in the right hands, and is especitally suited to catching people off-guard.
[1d4 / 20/x3 / P / Melee] [Brace, Feint] [Reach when Extended]
[B]Template: Exotic Light Piercing Weapon
Modification: Barbed (2 cp), Brace (0* cp), Distracting (1 cp), Extendable (Reach) (2 cp), Retractable (1 cp), Stashing (0* cp)

Did I do it right? :3

Also, challenge... how would you make this puppy as a weapon?
https://67.media.tumblr.com/64a76352f80b3857bf98fb13c37a1b79/tumblr_ncui3kbZoL1shdfeho1_500.gif
He has been used as a weapon multiple times in the show... once as a fireball at least

inuyasha
2016-09-16, 09:20 AM
Edit- Would you consider a weapon or part of it being magnetic a Major or Minor Utility modification?

I'm not the creator, but I'd rule that as minor unless the magnetism is strong enough to give a bonus on climb checks on specifically magnetic metal walls or something, in which case I'd make it +3 or 4 instead of 2 (for the really specific material) and I'd make it major.

khadgar567
2016-09-16, 09:26 AM
I'm not the creator, but I'd rule that as minor unless the magnetism is strong enough to give a bonus on climb checks on specifically magnetic metal walls or something, in which case I'd make it +3 or 4 instead of 2 (for the really specific material) and I'd make it major.
small question about archers infamous swords kansou and byakuya they are lets say magnetic to each other

Lemmy
2016-09-16, 12:01 PM
This is great! I had been looking for something like it awhile back and couldn't find anything that really did what I wanted. This is pretty much exactly what I was looking for.Thanks, I'm glad you like! Feel free to enjoy it as much and however you


Some thoughts-Always love to hear these! :smallsmile:


The Nonlethal modification seems to give the choice of dealing nonlethal damage with no penalty or attacking lethally. Is that intentional? Compare to weapons like the sap which only do nonlethal damage.Well, yes. That's why you have to pay for it. I'll probably add a Flaw named "harmless" or some such that restrict the weapon to nonlethal damage only


If you add them could there be a flaw that slows the reloading time of ranged weapons? I was building an exotic light cannon because I wanted it to have the Attached modification but I didn't want it to reload as a free action.
As a rule of thumb, you can safely assume there'll be a "reverse flaw" for every scaling modification. e.g.: Decreased Reload Speed, Decreased Range, etc... I probably won't call it "Decreased", though. Gotta think of a better word.


Edit- Would you consider a weapon or part of it being magnetic a Major or Minor Utility modification?Well, that depends on what you want that magnet to be able accomplish... If you just want to stick metal figurines to your weapon, it would be Minor. If you want it to give you a benefit similar to a masterwork tool (+2 to one skill), it'd be major. If you want it to give you a benefit similar to an existing modifications, the price would be similar to said modification (e.g.: a +2 to resist Disarm would cost the same as the [Disarm] modification, which gives you a +2 on Disarm attempts).

Hope I could help. :)

Lemmy
2016-09-16, 12:07 PM
I... have dreamt of making this kind of system for years...
One more victim falls prey to my time-travelling mind-stealing prowess!!! BWAHAHAHAHAHA!!! :smallamused:


I love it :D

Surprise Knife
This incredibly sneaky knife is very difficult to use, but incredible deadly in the right hands, and is especitally suited to catching people off-guard.
[1d4 / 20/x3 / P / Melee] [Brace, Feint] [Reach when Extended]
[B]Template: Exotic Light Piercing Weapon
Modification: Barbed (2 cp), Brace (0* cp), Distracting (1 cp), Extendable (Reach) (2 cp), Retractable (1 cp), Stashing (0* cp)

Did I do it right? :3Everything is correct, from what I can tell. :smallsmile:


Also, challenge... how would you make this puppy as a weapon?
https://67.media.tumblr.com/64a76352f80b3857bf98fb13c37a1b79/tumblr_ncui3kbZoL1shdfeho1_500.gif
He has been used as a weapon multiple times in the show... once as a fireball at leastSorry, my system is not meant to allow the creation of weapons of mass destruction. :smallbiggrin:

khadgar567
2016-09-16, 12:10 PM
One more victim falls prey to my time-travelling mind-stealing prowess!!! BWAHAHAHAHAHA!!! :smallamused:

Everything is correct, from what I can tell. :smallsmile:

Sorry, my system is not meant to allow the creation of weapons of mass destruction. :smallbiggrin:
bio weapon gonna need whole new supplement and we don't have enough knowledge

khadgar567
2016-09-16, 12:19 PM
is there anything brewing on magic front like floating skulls with eye beams like:
demon skull
exotic ranged 1d8 energy damage 90ft range 34 gp

my my my that's cheap no hand weapon with no cost to pc

Lemmy
2016-09-16, 12:20 PM
small question about archers infamous swords kansou and byakuya they are lets say magnetic to each otherI... Don't know what these are. A quick Google search tells me they are Archer's swords, but I don't know what properties they have other than looking cool... Are they attracted to each other or something? How would you prefer to reflect that in the game? Depending on how powerful the effect is, it might be better off as a unique (?) magical enhancement.

Seerow
2016-09-16, 12:24 PM
Really enjoy this. I've been using a similar system (http://www.giantitp.com/forums/showthread.php?202722-D-amp-D3-5-Weapons-Upgrades-and-More) for years now (thread tables got broke and I never updated them, but the thread is still legible). Your take on it is very similar, but I there are things I like that I may take to adapt to my own games. I love the 2 free minor modifications, and some of your more unique options are really interesting, and several things you did just feel more elegant than my way of handling it.

Just as an example, your take on ranged weapon handling is much more elegant than my own, and makes range boosting really worth it.

Btw, elemental is a really neat perk in theory, but two issues: 1) but I'm not sure how to really flavor it for a melee weapon without being outright magical or advanced tech. 2) Touch attacks at the cost of nothing but str mod to damage is really OP. You can still power attack, but even if you ban that anyone who uses other forms of bonus damage is going to beeline for it.

Lemmy
2016-09-16, 12:30 PM
is there anything brewing on magic front like floating skulls with eye beamsWell, the main premise of the project is to allow players and GMs to create a great variety of base weapons. There are some effects that are similar to magic and/or may or may not be achievable without magic and/or relatively advanced technology (Elemental Damage is the obvious example, but depending on how you prefer to flavor it and on what type of weapon it's added to, things like Extendable and Alternate Damage may qualify as well)

For now, there are no plans for new weapon enhancements (specially since we have lots of those in 3.X/PF and keep getting more). There are some very early drafts on magical enhancements in my secondary google.doc (I usually don't add anything to the main document unless I have a solid idea of what the wording will be).

There are few modifications I'm finishing, then I have to add 2 new special materials (these should be easy, basically they are minerals mined from aligned planes that make your weapon/armor count as Good/Evil for certain purposes). After these are done, my priority will be the Weapon Flaw chapter.

khadgar567
2016-09-16, 12:31 PM
I... Don't know what these are. A quick Google search tells me they are Archer's swords, but I don't know what properties they have other than looking cool... Are they attracted to each other or something? How would you prefer to reflect that in the game? Depending on how powerful the effect is, it might be better off as a unique (?) magical enhancement.
their unique ability allows them to return each other even

Lemmy
2016-09-16, 12:43 PM
Really enjoy this. I've been using a similar system (http://www.giantitp.com/forums/showthread.php?202722-D-amp-D3-5-Weapons-Upgrades-and-More) for years now (thread tables got broke and I never updated them, but the thread is still legible). Your take on it is very similar, but I there are things I like that I may take to adapt to my own games..Great minds think alike :smallbiggrin:


I love the 2 free minor modifications, and some of your more unique options are really interesting, and several things you did just feel more elegant than my way of handling it.

Just as an example, your take on ranged weapon handling is much more elegant than my own, and makes range boosting really worth it.Oh, stop... You'll make me blush. :smallredface: (Please, continue :smallbiggrin:)


Btw, elemental is a really neat perk in theory, but two issues: 1) but I'm not sure how to really flavor it for a melee weapon without being outright magical or advanced tech. 2) Touch attacks at the cost of nothing but str mod to damage is really OP. You can still power attack, but even if you ban that anyone who uses other forms of bonus damage is going to beeline for it.1- The modification is originally meant to allow the creation of things like flame-throwers, acid flasks, tasers, etc. It's a modification that's specifically noted as being very GM/setting-dependent when it comes to availability.
2- My experience with Pathfinder's firearms is that it really isn't all that problematic, but admittedly, PF firearms have a lot more issues than simply not adding Str to damage... In any case, if you think it's too much, a possible fix is giving the Solid Energy modification for free to all weapons with Elemental Damage.

Solid Energy is particularly difficult to flavor without magic/advanced technology, so it may require some hand-waving, but I wanted to add the option precisely so that people who thought the touch attack thing was too much could still have fun with Elemental Damage weapons. :smallsmile:

Lemmy
2016-09-16, 12:48 PM
their unique ability allows them to return each other evenHmm... Sounds like a modified version of the Returning magical enhancement. Closest thing from my homebrew that comes to mind is the "Spinning" modification, which is meant to create boomerangs.

My suggestion is using this system to create the base properties of the weapons and then add fitting magical enhancements, such as Returning. Possibly even give them an unique benefit. Now... I'm working on a "Twin" weapons modification, that allows two 1-handed/light weapons to be used in conjunction, either as a combined larger weapon, or as separate weapons but with some benefit to TWF when used together, so there might be something for it in the future...

However, I'm not sure on what the effect of the modification would be or the wording for it. :smallconfused:

khadgar567
2016-09-16, 12:52 PM
Hmm... Sounds like a modified version of the Returning magical enhancement. Closest thing from my homebrew that comes to mind is the "Spinning" modification, which is meant to create boomerangs.

My suggestion is using this system to create the base properties of the weapons and then add fitting magical enhancements, such as Returning. Possibly even give them an unique benefit. Now... I'm working on a "Twin" weapons modification, that allows two 1-handed/light weapons to be used in conjunction, either as a combined larger weapon, or as separate weapons but with some benefit to TWF when used together, so there might be something for it in the future...

However, I'm not sure on what the effect of the modification would be or the wording for it. :smallconfused:
well as far as i know the sword are mundane only well crafted and have humanoid sacrifice as crafting prequiste

Lemmy
2016-09-16, 01:04 PM
well as far as i know the sword are mundane only well crafted and have humanoid sacrifice as crafting prequisteReturning to each other and requiring sacrifice to craft doesn't sound mundane... :smallconfused:

Maybe they just don't have any magical ability (other than returning to each other), like the other weapons from the Fate series, which often have all sorts of mystical powers.

In any case... There's the Spinning modification, which makes a thrown weapon return to the square where it was thrown from if it doesn't hit anything.

khadgar567
2016-09-16, 01:07 PM
Returning to each other and requiring sacrifice to craft doesn't sound mundane... :smallconfused:

Maybe they just don't have any magical ability (other than returning to each other), like the other weapons from the Fate series, which often have all sorts of mystical powers.
they dont have magic ability in any shape or form(funny thing is they are replicas of originals made by air)

Lemmy
2016-09-16, 03:58 PM
I don't know how to represent their returning capability without magic or advanced technology, though... Unless it's part of the user's ability, I suppose.

as91
2016-09-16, 06:12 PM
I think the Reach and Trip Modifications should cost 1 point each. They are both fairly desirable qualities and at 0 they seem like a steal. Here are two 3.5 weapons remade using this system that have both modifications-

Guisarme
Melee, Slashing
Martial, Two-Handed
[2d4 19-20/x3] RAW is 20/x3
Reach
Trip
Improved Critical Multiplier

0 spare Craft Points with a better threat range than RAW. If Reach and Trip had a cost of 1 each you would have 2 points to spend on something other than Improved Critical Multiplier or with an extra point from a flaw that decreased threat range you would be able to make the weapon exactly as RAW

Spiked Chain
Melee, Piercing
Exotic, Two-Handed
[2d4 20/x3] RAW is x2
Disarm
Finesse
Reach
Trip
Utility, Major- Attack Adjacent (There should be a modification for this effect or optional additional cost within the Reach modification.)

3 spare Craft Points give or take a few given the weirdness of using Major Utility to replicate the ability to also attack targets adjacent to yourself while being slightly better than RAW. Generally I like how this system produces exotic weapons stronger than their RAW counterparts given that most of them aren't worth a feat but Spiked Chain is one of the few that is worth a feat. You could just make Attack Adjacent on top of Reach cost 4 points but I think that would ignore the base desirability of Reach and that the Reach modification may end up somewhat overused.

Lemmy
2016-09-17, 03:10 PM
I think the Reach and Trip Modifications should cost 1 point each. They are both fairly desirable qualities and at 0 they seem like a steal. Here are two 3.5 weapons remade using this system that have both modifications-Reach is a good modification, but it self balances itself by not allowing you to threaten adjacent squares. Trip... Is nearly useless, IME. It's here because it's present in RAW, but honestly, I've never ever seen it used in game. Even with this system is usually added just for flavor.


Guisarme
Melee, Slashing
Martial, Two-Handed
[2d4 19-20/x3] RAW is 20/x3
Reach
Trip
Improved Critical Multiplier

0 spare Craft Points with a better threat range than RAW. If Reach and Trip had a cost of 1 each you would have 2 points to spend on something other than Improved Critical Multiplier or with an extra point from a flaw that decreased threat range you would be able to make the weapon exactly as RAW There's a mistake here...


Improved Critical Multiplier: A weapon with this modification increases its critical multiplier by +1.
Requirements: Piercing Damage Craft Points: 3 (+1 cp for weapons with critical threat range 19-20 (or wider)). (Purple'd for emphasis).

Now... One of the requirements is dealing piercing damage, which costs 1 cp. Leaving exactly 3 cp to be used as well, however, since the price of [Improved Critical Multiplier] increases by +1 (to a total a of 4), it's not possible to create a 19-20/x3 martial weapon. You can do it as an exotic weapon, though. :smallsmile:

Maybe the text isn't clear? (It sounds like I'm being snarky, but it's a honest question).


Spiked Chain
Melee, Piercing
Exotic, Two-Handed
[2d4 20/x3] RAW is x2
Disarm
Finesse
Reach
Trip
Utility, Major- Attack Adjacent (There should be a modification for this effect or optional additional cost within the Reach modification.)

3 spare Craft Points give or take a few given the weirdness of using Major Utility to replicate the ability to also attack targets adjacent to yourself while being slightly better than RAW. Generally I like how this system produces exotic weapons stronger than their RAW counterparts given that most of them aren't worth a feat but Spiked Chain is one of the few that is worth a feat. You could just make Attack Adjacent on top of Reach cost 4 points but I think that would ignore the base desirability of Reach and that the Reach modification may end up somewhat overused.
Allowing a reach weapon to threaten adjacent squares is well beyond what [Utility, Major] should be allowed to do. That modification is meant to allow weapons to do cool, useful stuff, like working as a masterwork tool, lantern or something like that. It's not supposed to be able to significantly increase the weapon's combat effectiveness. I surely wouldn't allow a player to use it to get +8 threatened squares.

You're right that there probably should be a modification that allows such a thing, but if I add it, it'll probably cost 3 cp and require the [Reach] modification. Maybe an [Exotic Weapon] template as well.

I don't particularly mind if one of the weapons is straight up better than the version from RAW, if that version is one of those weapons that is straight up worse than others. e.g.: Custom crossbows being competitive with composite longbows is a feature, not a bug. :smallsmile:

In any case, thank you for your feedback. :smallsmile:

as91
2016-09-17, 07:40 PM
Reach is a good modification, but it self balances itself by not allowing you to threaten adjacent squares. Trip... Is nearly useless, IME. It's here because it's present in RAW, but honestly, I've never ever seen it used in game. Even with this system is usually added just for flavor.

I think I might be coming from something of a corner case in my evaluation of Trip. I'm aware that it's less good in Pathfinder than in 3.5 which is what the DM I play with most often runs. Further most of those games are in the lower levels where a fair amount of the threats you encounter are not large. Within that very specific context and given the use of Improved Trip I think it can be quite good but I think you're right that outside of that it doesn't see much use.


Maybe the text isn't clear? (It sounds like I'm being snarky, but it's a honest question).

No the text is clear. I simply missed it. I had reached a point where I had the modifications I wanted with 4 spare points but noticed that the critical multiplier was lower than RAW and felt that it would have been disingenuous to not take what modifications I could to get my comparison as close to RAW as possible, I quickly checked the point cost but not the prerequisite.



I don't particularly mind if one of the weapons is straight up better than the version from RAW, if that version is one of those weapons that is straight up worse than others. e.g.: Custom crossbows being competitive with composite longbows is a feature, not a bug. :smallsmile:

I actually like that a lot about your system. What I originally set out to do was compare what I could build with a widely regarded as great weapon. So I looked toward the Spiked Chain. That ended up being a little wonky and I guess I should have done something else like the Minotaur Greathammer instead. Somewhere along the line I went on a tangent about Reach and Trip and lost sight of what I set out to do. I suspect that your system can be used to build things at least slightly better than the usual go to weapons. I'm not sure how big an issue that is though.

Lemmy
2016-09-17, 09:42 PM
I think I might be coming from something of a corner case in my evaluation of Trip. I'm aware that it's less good in Pathfinder than in 3.5 which is what the DM I play with most often runs. Further most of those games are in the lower levels where a fair amount of the threats you encounter are not large. Within that very specific context and given the use of Improved Trip I think it can be quite good but I think you're right that outside of that it doesn't see much use.
Ah, yes... Trip can be pretty abusable at low levels... Then again, all that requires is Reach. The Trip weapon property is unnecessary (and all but completely useless in PF)

Nowadays I mostly play a heavily house-ruled PF with a bunch of 3.X material, so I kinda forgot about the 3.X version of the Trip property. :smalltongue:

Still not particularly worrisome, though... I'll leave it be for now. :smallsmile:


No the text is clear. I simply missed it. I had reached a point where I had the modifications I wanted with 4 spare points but noticed that the critical multiplier was lower than RAW and felt that it would have been disingenuous to not take what modifications I could to get my comparison as close to RAW as possible, I quickly checked the point cost but not the prerequisite.It's okay... We all make mistakes. Just the other day, I made the mistaking of thinking I was mistaken. :smallbiggrin:


I actually like that a lot about your system. What I originally set out to do was compare what I could build with a widely regarded as great weapon. So I looked toward the Spiked Chain. That ended up being a little wonky and I guess I should have done something else like the Minotaur Greathammer instead. Somewhere along the line I went on a tangent about Reach and Trip and lost sight of what I set out to do. I suspect that your system can be used to build things at least slightly better than the usual go to weapons. I'm not sure how big an issue that is though.It's pretty cool to have weapons competing with the omni-present spiked chains, scimitars, falchions and longbows... I mean, sure, the longsword's extra +1 average damage may not be worth giving up the scimitar's 50% critical threat range... But maybe a longsword that gets that 1d8, can make the target bleed and is capable of dealing piercing damage might be competitive enough. Just like a hammer dealing 1d12 damage might be enough to convince someone to grab it instead... :smallwink:

You know... I have a bunch of different homebrew projects, but this is the one that makes the most proud. It's so simple and minor, but adds so much variety and uniqueness to the game, I can't help but smile. Last campaign I started, not a single player used scimitars or falchions... And only one of them is using a longbow. :smallbiggrin:

EDIT: I... I might be addicted to emoticoms. :smalleek:

inuyasha
2016-09-17, 10:02 PM
Wow, really? I see scimitars and falchions used all the time!

Also, we gotta hold an intervention about that emoticon habit... you know... before it spreads! :furious:

Lemmy
2016-09-17, 10:13 PM
Wow, really? I see scimitars and falchions used all the time!Giving viable alternatives (such as a whole system to create cool, effective, unique weapons) really helps. :smallwink:


Also, we gotta hold an intervention about that emoticon habit... you know... before it spreads! :furious:
I'm so sorry... :smallfrown:

But, hey... Maybe they'll have cake in the quarantine zone! :smallbiggrin:

inuyasha
2016-09-17, 10:28 PM
Keen vorpal scimitars are the jam dude, especially if you're playing 3.0 like I was for a long time, because in that edition it stacked with improved critical.

EDIT: Also there's pie, I'm eating some banana cream right now.

Thealtruistorc
2016-09-17, 11:17 PM
I like this system a fair amount, but there are a few things that I would tweak.

The first is that 0-point upgrades strike me as odd, primarily because they sort of game the system by offering an incentive for every weapon to have at least two of their listed gimmicks. I would suggest raising their value to 1 and increasing the cost of other pieces of equipment similarly, maybe in the process increasing the total point buy (maybe simple->5 martial->7 exotic->10).

Also, I would do away with the requirements of piercing or slashing weapons for improving critical threat range and multiplier. 19-20/x3 weapons exist and can be a lot of fun on certain builds, and I can see bludgeoning weapons with broad threat ranges (maybe some sort of multi-headed flail).

Overall, it seems like you've done a great job with this. I like the system overall and think that it could be used to great effect in many a game.

Lemmy
2016-09-18, 12:23 PM
I like this system a fair amount, but there are a few things that I would tweak

The first is that 0-point upgrades strike me as odd, primarily because they sort of game the system by offering an incentive for every weapon to have at least two of their listed gimmicks. I would suggest raising their value to 1 and increasing the cost of other pieces of equipment similarly, maybe in the process increasing the total point buy (maybe simple->5 martial->7 exotic->10).
Well... That would change the numbers, but not really the issue, right? After all, simply having craft points is an incentive to get at least one special property. 0* cp modifications have two main goals: Tell us the base design of the weapon (e.g.: reach, whip, string, gunpowder, etc) and allow users to add a something unique and/or fun to every weapon. 0* modifications are pretty much minor bonus that no one would pick if they weren't free. Similarly, even from a simulations perspective, there's only so many design choices a crafter can add to his weapon, so why waste time and resources adding minor advantages when he could make it extra sharp? Unless of course, those minor advantages require so little effort/material/whatever that they can be added without taking away the "space" of the more useful stuff.

One thing to keep in mind is that while this system allows the creation of all sorts of weapons, its existence doesn't mean every character (PC or NPC) automatically gets a custom made weapon, or that every smith is capable and/or willing to create every weapon and modification. As I specifically note in the googledoc:


Technology & Weapon Modifications
Some weapon modifications (such as Gunpowder and Crank (Automatic)) may require a higher level of technological advancement than what is present in a certain setting. As such, these modifications may have “Exotic Weapon” as an additional requirement, make the weapon far more expensive, only be known to certain people or even not exist at all.
The GM is always the final arbiter of what modifications are available and what are their effects on a weapon’s price and availability.(Purple'd for emphasis) :smallbiggrin:


Also, I would do away with the requirements of piercing or slashing weapons for improving critical threat range and multiplier. 19-20/x3 weapons exist and can be a lot of fun on certain builds, and I can see bludgeoning weapons with broad threat ranges (maybe some sort of multi-headed flail).This is something I've been thinking about... Right now, those weapons can be created, but are restricted to Exotic Weapons with multiple damage types. I might remove the template requirement, but I still don't think 19-20/x3 weapons should be martial.


Overall, it seems like you've done a great job with this. I like the system overall and think that it could be used to great effect in many a game.Thanks! I'm glad you like! And thank you very much for the feedback. :smallsmile:

Lemmy
2016-09-19, 12:32 PM
Phew... Finally added some Weapon Flaws to the system. Now you can have your carbines take all the time in the world to reload. :smallbiggrin:

khadgar567
2016-09-19, 12:46 PM
[1d12 18-20/x2 / S / Melee] [Deadly] [Double] [Trip] /[double edged] [over sized*]
may I represent you warglaives of betrayer
only thing ı might add is may be twin modifier if lemmy adds it
* I may remove it when twin modifier dayviews

as91
2016-09-19, 11:41 PM
Awesome!

I'm finding the text for flaws kinda confusing though. The limits on number of flaws for the different classes of weapons and corresponding Craft Point Budget seems to imply that you get that many points for having that many flaws but then the individual flaw listings have their own bonus Craft Point values listed. Is the Budget referring to the max you can spend on any one Modification or to the maximum combined total bonus Craft Points you can have?

Lemmy
2016-09-20, 11:59 AM
[1d12 18-20/x2 / S / Melee] [Deadly] [Double] [Trip] /[double edged] [over sized*]
may I represent you warglaives of betrayer
only thing ı might add is may be twin modifier if lemmy adds it
* I may remove it when twin modifier dayviews
A double edged 18-20 barbed blade is really scary :smalleek:... And extremely cool! :smallcool:

khadgar567
2016-09-20, 12:18 PM
A double edged 18-20 barbed blade is really scary :smalleek:... And extremely cool! :smallcool:
this is why this thing needs training to use
by the way is both blades uses same bonus or second blade uses -5

Lemmy
2016-09-20, 02:21 PM
Awesome!

I'm finding the text for flaws kinda confusing though. The limits on number of flaws for the different classes of weapons and corresponding Craft Point Budget seems to imply that you get that many points for having that many flaws but then the individual flaw listings have their own bonus Craft Point values listed. Is the Budget referring to the max you can spend on any one Modification or to the maximum combined total bonus Craft Points you can have?
Yeah... The wording is a bit confusing. I'll rework it to make it clearer.

Let me try to explain here, in a more informal way:

Every weapon has a "cp budget" based on its complexity (simple/martial/exotic)

Flaws do not increase this budget. Instead, they create a separate cp budget.

Imagine, if you will, that every ":smallsmile:" is 1 cp. (as if my posts didn't have emojis enough :smallsigh:)

A Martial weapon has 4 cp:

:smallsmile::smallsmile::smallsmile::smallsmile:

If you add, say, a 2 cp flaw, that doesn't increase the weapon's cp budget to 6. Instead, it adds a second budget that can be used to add more modifications

So instead of:

:smallsmile::smallsmile::smallsmile::smallsmile::s mallsmile::smallsmile:

You get:

:smallsmile::smallsmile::smallsmile::smallsmile:

:smallsmile::smallsmile:

There are two hard limits to how many flaws can be added to an weapon:
Total number of flaws and the total cumulative "cost" of each flaw.
e.g.:

A simple weapon can have up to two flaws. Together, these fla

Talonhawke
2017-03-16, 11:18 AM
Hey Lemmy a couple of questions if you will:
1. How are the custom ammo types coming?
2. For a more modern run in things how would you go about setting up a Automatic or Burstfire weapon cost wise?

Lemmy
2017-03-17, 11:24 AM
Hey Lemmy a couple of questions if you will:
1. How are the custom ammo types coming?
2. For a more modern run in things how would you go about setting up a Automatic or Burstfire weapon cost wise?
Those are good questions... Let me address them separately.


1. How are the custom ammo types coming?

They're still being worked in my draft document. Right now, the main problem is designing and balancing enough ammo modifications to fill at least a page or two. I'm also tinkering with the idea of enabling the creation of custom ammo by allowing certain melee weapon modifications to be added to ammo (within certain limits). I want to give players and GMs as much fredom as I can, but part of me also wants to limit certain tyoes of ammo to weapons with certain types of propulsion. e.g.: I have a type of ammo that is particularly good at biding the target to nearby objects, it's meant to represent some sort of barbed/hooked arrow... But right now, nothing stops characters from adding this property to tiny bullets. Which isn't necessarily bad, but it feel wrong, doesn't it? Well... As usual, I'm leaning towards allowing it and just trusting players and GMs to limit it to their tastes.

A few other doubts are things like: Should the "Scatter Weapon" modification be made a type of ammo instead? How do I implement explosive ammo without making it too good or too bad? Should Splash weapons be a type of ammo as well? Should I differentiate between them and other explosives? How?


2. For a more modern run in things how would you go about setting up a Automatic or Burstfire weapon cost wise?
Hmmm... That's a difficult question. It really depends on how the rules would reflect those properties. It could arguably be represented by a reduced reload time and higher ammo capacity, although that wouldn't feel very inspired... Then again, allowing an weapon to just shoot multiple times with a single attack would be difficult to balance.

Off the top of my head, I'd make "Burst" a, let's say... 2 point modification that can be added multiple times and allows the user to shoot multiple projectiles at the same time, but instead of just making multiple attacks or multiplying the damage, it only multiplies the base damage die, similar to Vital Strike, and would spend additional ammo in direct proportion to how many base damage dice it adds...

e.g.: If you have an firearm that deals 2d4 base damage (+ modifiers) and add the Burst modification twice, it'll deal 6d4(+ modifiers) damage per shot, but also spend 3 bullets per attack. Optionally, this modification may be turned on/off (Maybe in exchange for a little increase in cost (no more than +1 cp for the first time you add the Burst property). That might make critical hits too powerful, though. Which again, isn't necessarily bad, but it's something to keep in mind.

- - -

Well, that's all for now... I hope I could help. Feel free to share any doubts, suggestions or criticism you may have. It's always a pleasure to hear the thoughts of other players. :smallsmile:

Talonhawke
2017-03-17, 12:51 PM
The burst thing could work and I should have extrapolated, my homebrew world has a goblin family famous for their crossbows. I am looking to build a crossbow capable of working like autofire and burst fire weapons from D20 modern/modern path.

Hish
2017-03-18, 10:20 PM
I'm a big fan. An interesting weapon system, good sir.

Should the concealed property have to be added to both ends of a double weapon? Does it apply to both ends with only one modification? Are you only able to hide one end of your weapon?

The nonthreatening flaw's description is "This weapon"

noob
2017-03-19, 10:30 AM
"Are you only able to hide one end of your weapon?" yes and so the person watching you thinks you have a one headed weapon.
I thought that an Inaccurate Unreliable exotic two handed ranged weapon with five damage dice increase would be quite deadly at low level(from level 1 to 3 6d6 is deadly) and would cost 50 gold and would combine efficiently with vital strike(12d6 is again deadly at level 6).

Lemmy
2017-03-20, 03:52 PM
The burst thing could work and I should have extrapolated, (...)
Hey, at least you gave me inspiration for a new modification. :smallwink:

(...) my homebrew world has a goblin family famous for their crossbows. I am looking to build a crossbow capable of working like autofire and burst fire weapons from D20 modern/modern path.Higher ammo capacity and the hypothetical (for now) Burst modification should do a pretty good job of that. Careful with reloading feats and abilities, though... Creating the possibility of characters shooting 4~5 times per round for stuff like 3d10 damage (+ modifiers) might be a tad too much... But as always: your game, your decision.

Lemmy
2017-03-20, 03:57 PM
I'm a big fan. An interesting weapon system, good sir.

Should the concealed property have to be added to both ends of a double weapon? Does it apply to both ends with only one modification? Are you only able to hide one end of your weapon?Hmm... It should probably require being added to both ends. I'll fix that.


The nonthreatening flaw's description is "This weapon"Oh... It seems I forgot to replace the description that used to be there :smallbiggrin:. Thanks for informing me.
EDIT: Oh, right... The whole thing was meant to be replaced by the "Short" flaw. Well... I'll give it a quick place-holder effect for now and then think it more thoroughly when I'm back home.

Lemmy
2017-03-20, 04:12 PM
"Are you only able to hide one end of your weapon?" yes and so the person watching you thinks you have a one headed weapon.
Heh... It'd be fun for someone to ignore a dagger, only to realize too late that it comes with a SMG attached to it. :smallbiggrin:


I thought that an Inaccurate Unreliable exotic two handed ranged weapon with five damage dice increase would be quite deadly at low level(from level 1 to 3 6d6 is deadly) and would cost 50 gold and would combine efficiently with vital strike(12d6 is again deadly at level 6).
Oh, yeah... The problem with point-buy is that you can always game the system. That's the main reason why Weapon Flaws are specifically noted as "Optional Rules" (I mean... Even more optional than homebrew rules already are).

That said, I really should reduce the bonus points from "Inaccurate" (and maybe from "Unreliable" as well) to 1... And maybe add a rule about modifications gained from adding weapon flaws not stacking with normal modifications or something like that.

Thanks for pointing the problem out. :smallsmile:

Talonhawke
2017-03-21, 10:10 AM
Hey, at least you gave me inspiration for a new modification. :smallwink:
Higher ammo capacity and the hypothetical (for now) Burst modification should do a pretty good job of that. Careful with reloading feats and abilities, though... Creating the possibility of characters shooting 4~5 times per round for stuff like 3d10 damage (+ modifiers) might be a tad too much... But as always: your game, your decision.

How about this as a possible option

Auto-Fire This weapon is capable of firing at full automatic in a 30 ft cone. As a full round action the attacker may expend 10 ammunition from the clip to make this attack every creature in the Cone must make a reflex save versus 10+1/2 BAB+dex mod for half damage. Roll damage as normal however no precision damage may be used. CP 2Pts (1pt if this is the only method of fire.) Must have an ammo capacity of 10 or more.

As a possibility for the burst fire you could have it instead still use more ammo but be based off of the roll so a hit +1 damage dice for every 5 you go over the target AC. Possibly drop the Cost to 1CP and make it use 5 ammo with a second CP dropping the cost to 3 ammo.

EDIT: Also possibly having bot on 1 weapon would let it Auto-fire for 5 ammo. That or might make that a feat instead.

EDIT 2: Looking at some of the flaws I assume they are meant to be used on a indivual basis not for a whole catagory since it makes no sense to have a weapon you bought extra damage on just to reduced the damage.

Lemmy
2017-03-21, 10:59 AM
How about this as a possible option

Auto-Fire This weapon is capable of firing at full automatic in a 30 ft cone. As a full round action the attacker may expend 10 ammunition from the clip to make this attack every creature in the Cone must make a reflex save versus 10+1/2 BAB+dex mod for half damage. Roll damage as normal however no precision damage may be used. CP 2Pts (1pt if this is the only method of fire.) Must have an ammo capacity of 10 or more. It might be a tad too close to the Scatter Weapon modification... Hmm... Now that I think about it, Scatter Weapons probably shouldn't be allowed to deal Precision damage without a feat or something.


As a possibility for the burst fire you could have it instead still use more ammo but be based off of the roll so a hit +1 damage dice for every 5 you go over the target AC. Possibly drop the Cost to 1CP and make it use 5 ammo with a second CP dropping the cost to 3 ammo.

EDIT: Also possibly having bot on 1 weapon would let it Auto-fire for 5 ammo. That or might make that a feat instead.Hmmm... The problem with "for every X beyond the target's AC/CMD/whatever" rules is that they slow down combat with every hit by making the GM make yet another mental calculation... I think a simpler solution would be adding a penalty to attack rolls (I imagine burst shots would be less accurate, but I don't know much about firearms) and/or simply saying the extra damage dice form Burst aren't multiplied on a critical hit (just like Vital Strike... This really is turning out to be "VS - The Modification" :smallbiggrin:).

Talonhawke
2017-03-21, 11:25 AM
It might be a tad too close to the Spread modification... Hmm... Now that I think about it, Spread weapons really shouldn't be allowed to deal Precision damage without a feat or something. True I can see that as being an issue and spread could double for auto that way if refluffed possibly with a different cost for simply being a mode on the weapon.

Hmmm... The problem with "for every X beyond the target's AC/CMD/whatever" rules is that they slow down combat with every hit by making the GM make yet another mental calculation... I think a simpler solution would be adding a penalty tok rolls (I imagine burst shots would be less accurate, but I don't know much about firearms) and/or simply saying the extra damage dice form Burst aren't multiplied on a critical hit (just like Vital Strike... This really is turning out to be "VS - The Modification" :smallbiggrin:).[/QUOTE] That could work for Burst CP 1 3 round burst (user is treated as having vital Strike with the weapon) 2CP 5 Round burst (user is treated as having Improved vital strike with the weapon) 3CP 10 round full auto (user is treated as having as having greater vital strike with the weapon)

I also realized that unlock D20 modern the effects of burst and autofire are baked into the weapons so this works better than I had thought since feats can just improve on these usages.

Lemmy
2017-03-21, 06:24 PM
Well... I wouldn't use the wording "count as having VS" because it'd mean that wielding the weapon allows you to qualify for stuff that has VS as a prerequisite. I should also add a note saying that VS only increases the base damage of one projectile, not of all that were shot in the burst.

I'm not sure if I should limit Burst to standard actions... That would be the easiest way to stop it from being too powerful, but would also make it completely identical to VS and risk making the modification too weak...

It also should probably be limited to Firearms and Crank[Automatic] weapons... But I'm always torn between "making sense" and "allows for more freedom"... And when i doubt, I tend to go with the latter.

noob
2017-03-22, 12:52 PM
Well... I wouldn't use the wording "count as having VS" because it'd mean that wielding the weapon allows you to qualify for stuff that has VS as a prerequisite. I should also add a note saying that VS only increases the base damage of one projectile, not of all that were shot in the burst.
most stuff that has vital strike as a requisite are feats that boost vital strike and that prevents the weapon from stacking with vital strike so I see no problems with that: you trade weapon power for feats.
since alternate damage says "the weapon can only deal one type of damage per attack" picking it up after elemental damage and solid Energy you might add your strength to damage one more time(pick up a ranged weapon then elemental damage then solid elemental damage(you now apply your strength modifier once) then pick up alternate damage slashing and so you now deal slashing damage or elemental damage but you can not do both at the same time(allowing you do do physical damage which is much less resisted) then take String Weapon and you have a weapon that apply two times strength modifier at range)
Alternatively just make a light gun and then you can enchant it with agile(+1 enchant in pathfinder which is generally not on firearms because they are not light) and so have more times dex to damage

Also there is a table for range but there is no table for range increments(nor table for guessing how many range increments a weapon have)
Finally how many ammo a weapon have by default?
There is a flaw who needs a weapon to have more than 3 ammo in it initially for having the flaw applied but if all weapons starts at 1 then it means that you can take this flaw only if you apply the quality that have the same effect per cost.

Lemmy
2017-03-22, 03:38 PM
Thanks for the post, noob. Let me address your points.


most stuff that has vital strike as a requisite are feats that boost vital strike and that prevents the weapon from stacking with vital strike so I see no problems with that: you trade weapon power for feats.Well... I'll keep that idea in mind. For now, though... I don't even have a definitive version of Burst to add to main googledoc (it's still limited to my draft document) :smalltongue:.


since alternate damage says "the weapon can only deal one type of damage per attack" picking it up after elemental damage and solid Energy you might add your strength to damage one more time(pick up a ranged weapon then elemental damage then solid elemental damage(you now apply your strength modifier once) then pick up alternate damage slashing and so you now deal slashing damage or elemental damage but you can not do both at the same time(allowing you do do physical damage which is much less resisted) then take String Weapon and you have a weapon that apply two times strength modifier at range)
Alternatively just make a light gun and then you can enchant it with agile(+1 enchant in pathfinder which is generally not on firearms because they are not light) and so have more times dex to damageThat's... Not how it works:


All damage caused by an weapon with this modification is considered energy damage of a certain type, such as acid or fire. Weapons with this modification target touch AC, but don’t add the wielder’s Strength modifier to damage rolls.(bolded for emphasis)

It doesn't matter if the weapons deal a dozen other different types of damage. If it has the Elemental Damage modification, it does not add Str to damage rolls. Period. There's no rule saying that bludgeoning/piercing/slashing damage necessarily adds your Str modifier to damage rolls. That's a general rule for melee attacks, but Elemental Damage creates an specific exception to it, and since specific trumps general, your bludgeoning/lightning lightsaber-mace won't work (without the Solid Energy modification, that is).

A generous GM might allow you to use Alternate Damage to have a weapon that can alternate between Elemental Damage (does not add Str modifier) and bludgeoning/piercing/slashing damage (adds Str modifier). I probably wouldn't.

The Agile lopphole also wouldn't work... First, it can only be added to weapons that allow the use of Weapon Finesse (that excludes all ranged weapons). Second: It places your Dex bonus in place of your Str bonus. If there's no Str bonus to begin with, there's nothing for your Dex bonus to replace.


Also there is a table for range but there is no table for range increments(nor table for guessing how many range increments a weapon have)
Well, the Ranged Weapon Templates tables (tables 2.01 - 2.03) say the base range of each template. Now... If I'm not mistaken, all ranged weapons have 4 range increments with the exact same distance (e.g.: a bow with range of 90 ft would have range increments 0 to 90, 90 to 180, 180 to 270 and 270 to 360). I believe that's hard-coded into the ranged weapons rules of 3.5/Pathfinder, but I must admit I'm not sure.


Finally how many ammo a weapon have by default?
There is a flaw who needs a weapon to have more than 3 ammo in it initially for having the flaw applied but if all weapons starts at 1 then it means that you can take this flaw only if you apply the quality that have the same effect per cost.
That's a good point. Most medieval weapons have a standard ammo capacity of 1 (or 0, in the case of bows, where you load as you shoot), so having a flaw that just compensates for a modification you paid for is pretty much pointless... Unless the GM decides that the game takes place in a setting where certain weapons (such as firearms) are common and advanced enough to get 2~3 instances of Improved Ammo Capacity for free.

Keep in mind that my humble homebrew assumes the usual medieval/renaissance-ish fantasy world so typical of D&D and Pathfinder, but it can be used for different types of settings as well... As long as certain considerations are made:

We have the following paragraph in the document:

Some weapon modifications (such as Gunpowder and Crank (Automatic)) may require a higher level of technological advancement than what is present in a certain setting. As such, these modifications may have “Exotic Weapon” as an additional requirement, make the weapon far more expensive, only be known to certain people or even not exist at all.
The GM is always the final arbiter of what modifications are available and what are their effects on a weapon’s price and availability. (bolded for emphasis)

I only mention limitations there, but the reverse is also true: If a particular modification is common enough, it'd make sense for the GM to reduce its price or even give it for free to certain weapons. It all depends on what you want to be standard weapon of your setting. Notice that there's no extra cost to not make your weapons not have the Fragile property. That's because the system assumes the setting is technologically advanced enough to make non-Fragile weapons the rule and Fragile weapons the exception.

All that said, I thank you for pointing out the problem with the Reduced Ammo Capacity flaw. I'll probably make a note about how some settings should probably allow certain modifications to be the standard, rather than an increase.

As usual, thank you for your interest. I hope I could clear things up. :smallsmile:

noob
2017-03-22, 03:59 PM
I said elemental damage combined with the solid energy damage modification the latter giving strength modifier to weapons using the elemental damage modification so go in your guide and see:

"Solid Energy: By greatly increasing the concentration and potency of the energy flow, this modification makes the energy produced by a weapon with the Elemental Damage modification to act as if it were effectively solid. This allows the wielder to add his Strength modifier to damage rolls, but also makes the weapon target normal AC instead of touch AC.
Requirements: Elemental Damage. Craft Points: 1"
so I can add strength damage with that modification even through I am using a ranged weapon.
You could have read the full list of modifiers I applied on the theoretical bow.

the interpretation about the agile on ranged weapon was because I through that "you may use your Dexterity modifier instead of your Strength modifier" could apply to stuff that did not had a strength modifier.
If it is forbidden I guess a ghost using a ghost touch light agile weapon gets no benefits from it since he did not had a strength modifier to replace with his finesse so this weapon was not finessable for him.
(The only reason why a light ranged weapon could possibly be not finessable is because they use dex to hit but the finesse feat talks of light weapons and a bunch of exceptions but not of ranged weapons)
(ghosts always use dex for weapons so the argument that prevents the light ranged weapons from being finessable prevents the ghosts from using weapon finesse)

Lemmy
2017-03-22, 04:16 PM
I said elemental damage combined with the solid energy damage modification the latter giving strength modifier to weapons using the elemental damage modification so go in your guide and see:

so I can add strength damage with that modification even through I am using a ranged weapon.
You could have read the full list of modifiers I applied on the theoretical bow.Ah, my bad. I somehow missed it. Pardon me :smallredface:.Here's some apology cookies (http://rs144.pbsrc.com/albums/r164/Pale_Rabbit/Cute%20Animeish%20Icons%20and%20Pics/DancingCookies.gif~c200) :smallbiggrin:.

I suppose I'll add a "as normal" to the Solid Energy description... That should make it clear that it isn't some extra Strength modification, just what you'd usually get anyway from a melee weapon (or crank/string weapon).

EDIT: Also, didn't Paizo release an errata saying that you can't add the same attribute twice to the same roll? :smallconfused:


the interpretation about the agile on ranged weapon was because I through that "you may use your Dexterity modifier instead of your Strength modifier" could apply to stuff that did not had a strength modifier.
If it is forbidden I guess a ghost using a ghost touch light agile weapon gets no benefits from it since he did not had a strength modifier to replace with his finesse so this weapon was not finessable for him.
(The only reason why a light ranged weapon could possibly be not finessable is because they use dex to hit but the finesse feat talks of light weapons and a bunch of exceptions but not of ranged weapons)Well... The rules do say that incorporeal creatures use Cha instead of Str... So maybe their Charisma score/modifier counts as pseudo-Strength score/modifier for the purpose of this rule... I don't know. Gonna have to ask Paizo on that one. :smallbiggrin:

noob
2017-03-22, 04:32 PM
A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments
On the pfsrd
So I guess you could shrink a bit the range increments of the ranged weapons if you want to keep the same ranges.
Guns have five range increments if early and 10 if advanced(And if they are advanced they attack touch armor class up to 5 increments away but counts as hitting touch ac for the purposes of effects which might happen due to the attack only if the target is within one increment).
Since you did chose them to attack touch ac in one range increment it probably means that they are early ones for range purposes(and so attack stuff from within 5 range increments)

Oh and also in this page http://www.d20pfsrd.com/equipment/weapons/
There is rules about weapon creation(but not as cool as yours)
(And with silly stuff like how you can snipe someone at 1200 feet and due to the fact you did a 20 somehow the target is immediately brought to you(apply the grapple modifier on a long ranged weapon)(I can picture the scene in my head and I have an hard time imagining the pain of someone being dragged on 1200 feet in 6 seconds)(it is due to the fact that if you grapple someone he gets where you are(which happens often when a giant monster grapple someone within his huge reach)))
Imagine dragging someone at 60,96 meters per second.

Lemmy
2017-03-22, 09:17 PM
On the pfsrd
So I guess you could shrink a bit the range increments of the ranged weapons if you want to keep the same ranges.
Guns have five range increments if early and 10 if advanced(And if they are advanced they attack touch armor class up to 5 increments away but counts as hitting touch ac for the purposes of effects which might happen due to the attack only if the target is within one increment).
Since you did chose them to attack touch ac in one range increment it probably means that they are early ones for range purposes(and so attack stuff from within 5 range increments)I see. I honestly didn't know (or at least didn't remember) that rule... Probably because shooting beyond 2~3 range increments is exceedingly rare in 3.X/Pathfinder... But, well... If that's how the rules are, I'll just let them be as they are. I don't mind if my weapons' have slightly different range than the ones in the books. As usual, whatever isn't explicitly changed in my homebrew is assumed to work the same way it does by RAW (or whatever rules the player/GM are using). I knew about advanced firearms targeting touch AC on all range increments... I just didn't bother with it (like I said, my homebrew's base assumption is the typical medieval/renaissance-ish fanasy setting), but I might add an "Advanced Firearm" modification of some kind.


Oh and also in this page http://www.d20pfsrd.com/equipment/weapons/
There is rules about weapon creation(but not as cool as yours)
(And with silly stuff like how you can snipe someone at 1200 feet and due to the fact you did a 20 somehow the target is immediately brought to you(apply the grapple modifier on a long ranged weapon)(I can picture the scene in my head and I have an hard time imagining the pain of someone being dragged on 1200 feet in 6 seconds)(it is due to the fact that if you grapple someone he gets where you are(which happens often when a giant monster grapple someone within his huge reach)))
Imagine dragging someone at 60,96 meters per second.Oh, yeah... I know about those. Heh... If you allow me to be less-than-modest for moment, I'd like to point out that not only my homebrew is far better than these rules (even in its earliest version), but also that it predates them by at least a year!

Then again... You can't play sniper Scorpion-from-Mortal-Kombat using my rules, so they get that point! :smallbiggrin:

noob
2017-03-23, 01:15 PM
I knew about advanced firearms targeting touch AC on all range increments... I just didn't bother with it (like I said, my homebrew's base assumption is the typical medieval/renaissance-ish fanasy setting), but I might add an "Advanced Firearm" modification of some kind.
It does not: modern firearms targets touch ac on the five first range increments but can shoot at stuff at 10 range increments.
Early firearms can shoot only at stuff within 5 range increments unlike regular ranged weapons(like crossbows and bows which shoots at 10 range increments) so if the modification corresponds to early firearms you should probably say that it halve the number of range increments at which the weapon can shoot

Lemmy
2017-03-24, 12:11 PM
Indeed... As a reward for pointing that out, I'll give you a sneak peek at the draft version of modifications yet to come and the Special Ammo chapter :smallcool::

(Keep in mind that this' just the early draft of these ideas... I'll probably fine-tune them a bit more before adding them to the main document).

Burst Fire: A weapon with this modification can shoot multiple projectiles in rapid succession. When it hits its target, it deals additional damage equal to the weapon’s base damage die, but also spends 1 additional ammo unit. This extra damage is not multiplied on a critical hit nor by abilities such as the Vital Strike feat. It’s not possible to use this modification if the weapon is not loaded with enough ammo to spend.
Special: This modification can be taken multiple times. Each time it’s taken, the damage die is increased one more time, as is the ammo expenditure.
Requirements: Ranged weapon, Ammo Capacity 2 or higher. Craft Points: 2

Elaborate Hilt: This weapon’s hilt has a complex, well-designed guard that offer full protection to the user’s hand. It grants a +2 bonus to CMD against Disarm and Sunder attempts targeting the weapon and a +4 bonus to AC against physical attacks targeting the limb being used to wield it.
Requirements: None. Craft Points: 1

Energy Conduit: In addition to its normal damage, this weapon deals +1d6 damage of a certain type of energy (acid, cold, electricity, fire or sonic). The weapon itself is not made of the energy, simply enveloped by it, but must also be recharged in some way, such as by adding more fuel or changing its battery. More advanced weapons can lose the necessity of a recharge by increasing the craft cost by +1 cp the first time this modification is added.
Special: This modification can be taken multiple times. No additional types of energy are selected. Instead, each time it’s added, it increases the damage die of the energy damage by 1 step, following the progression for light and one-handed weapons found in table 3.01 - Weapon Damage Progression.
Requirements: None. Craft Points: 2

Firearm, Advanced: This firearm is capable of targeting Touch AC on its first 5 range increments.
Requirements: Ranged weapon,Gunpowder Weapon modification. Craft Points: 3

Sniper: This weapon can be used at exceedingly long distances. It increases its total number of range increments by 5. Additionally it allows the weapon to deal precision damage from as far as 3 range increments (minimum 60 ft).
Requirements: Ranged weapon. Craft Points: 1

Motorblade [Edge]: This weapon has an close-range propulsion engine that moves its end without help of its wielder. This engine increases the effect of the weapon on its target, effectively replacing the user’s strength. The one wielding the weapon does not add his strength modifier to damage rolls, but adds a bonus innate to the weapon. However, using such a weapon is particularly difficult due to its vibrations The innate bonus to damage is limited by the user’s skill, and won’t surpass [2 + half the user’s BAB] (rounded down).
Motorblade weapons usually require fuel or energy charges to start and work, however, particularly advanced weapons can lose this limitation by increasing the cost of the modification by +1 cp.
Each point of damage bonus granted by the weapon adds 100 gp to its cost.
Requirements: Melee Weapon. Craft Points: 0*
Designer’s Note: Despite its name, this modification can potentially be used to represent any kind of damage bonus innate to the weapon.

Phew... After this, I think I'm done with modifications, unless I come up with a really good idea or am given an equally good suggestion...

Alchemical: In addition to its normal damage, this projectile deals +1d6 damage of a certain type of energy (acid, cold, electricity, fire or sonic)
Cost: 5 gp/unit Craft Points: 2

Anchoring: This ammo can be used to stick the target to a nearby object. When the attacker successfully deals damage to its target when using this ammo, he can immediately make a Grapple check against the target’s CMD. If successful, the creature gains the Grappled condition and is anchored to an object adjacent to it. This ammo has no effects on creatures who are at more than 2 size categories bigger than the wielder of the weapon using the anchoring ammo.
Cost: 5 gp/unit Craft Points: 1

Tangling: This ammo can be used to cause your target to be Entangled. To do so, you must make a ranged touch attack with your weapon. If you succeed, your target is Entangled, but you lose hold of your weapon and can’t wield it for as long as it’s entangled to the target.
The Entangled creature can escape by making a DC 20 Escape Artist check or by sundering your weapon.
Cost: 5 gp/unit Craft Points: 1

Coated: This ammo is coated in some substance (typically poison). A target hit by a weapon using this ammo is automatically injected with the substance in question and must make the appropriate saving throws to resist its effects.
Cost: - [/B]Craft Points:[/B] 1


Not sure how to limit the ammo design... Right now, I'm thinking all ammo should have 3 cp, and ammo modifications would cost either 1, 2 or 3 cp. I'm also not sure if I should give each type of ammo a different gold cost, or just use an universal pricing system of some kind. :smallconfused:

Swaoeaeieu
2017-04-04, 01:53 PM
hey there Lemmy, nice system. a few things i wonder about:

retractable property: '' When it’s retracted, you’re not considered to be wielding the weapon and cannot attack with it, but it completely vanishes from sight. It’s impossible to anyone who is not familiar with the weapon to detect it without close examination.''
Migh i suggest that your weapon does not just cease to exist but looks harmles instead? the wording is ambiguous. and maybe not make it impossible to tell but give it a big bonus to look harmless or something?

how does the double weapon mod work for profficiencies? is it one weapon, or two? (i am slightly in love with the combination weapons prime32 wrote up here (http://www.minmaxboards.com/index.php?topic=9438.0))

The system seems to float between magitech and just straight up scify, i get the feeling this is on purpose, maybe add a small indication wich parts are high tech if the dm allows that stuff.

Pathfinder and 3.5 allready have some modifications for weapons, wand chambers come to mind. those might be good subject to add to your lists, or are they just compatible as is?

and last but not least: This looks kind off perfect for Dreamscarred press's Steelforge book, where they add weapon upgrades to pathfinder, maybe show it to one of their witers? I would love to see this kind of system backed even further.


Im going to keep an eye on this, might be my players would like to try it out someday.

P.s. i saw some discussion about a rapid fire modification, but isnt that what multishot and other ranged feats are for? Im all for making cool Rwby like weapons, but we shouldnt tread on the toes of classfeatures and feats :P

Lemmy
2017-04-04, 05:41 PM
Hey, there, Swoo--... Saw--... Seow-- Fellow player! :smallbiggrin:

Thank you for your interest in my humble project! I hope you like it (and don't mind my little joke... I really have no idea how to pronounce your name... :smallbiggrin:)


hey there Lemmy, nice system. a few things i wonder about:
Thanks. I'll address your points one-by-one so to make clearer. Here we go!


retractable property: '' When it’s retracted, you’re not considered to be wielding the weapon and cannot attack with it, but it completely vanishes from sight. It’s impossible to anyone who is not familiar with the weapon to detect it without close examination.''
Migh i suggest that your weapon does not just cease to exist but looks harmles instead? the wording is ambiguous. and maybe not make it impossible to tell but give it a big bonus to look harmless or something?Hmmm... You have a good point. I should probably make it so that the weapons handle and/or object to which it's attached remains visible, but the weapon's blade vanishes from sight, undetectable to those unfamiliar with the weapon without close inspection.


how does the double weapon mod work for profficiencies? is it one weapon, or two? (i am slightly in love with the combination weapons prime32 wrote up here (http://www.minmaxboards.com/index.php?topic=9438.0))It's a single weapon with two "ends", just like in Pathfinder's RAW. After all, you can't practice with one without practicing with the other... (Well, actually, you can, thanks to the Splitting modification, but that ruins my point, so I'll just ignore it) :smallbiggrin:;


The system seems to float between magitech and just straight up scify, i get the feeling this is on purpose, maybe add a small indication wich parts are high tech if the dm allows that stuff.Actually, it can go from stone age weapons to sci-fi and everything in-between... And that's on purpose. Pathfinder and 3.5 allow for a huge diversity of settings and scenarios. While I focused more on "ye olde medieval/renaissance fantasy setting" so common to those systems, I wanted my homebrew to be able to be useful in all sorts of settings and campaigns.

The reason I don't specify what modifications belong to one scenario or another is to allow players and GMs to use their imagination. I tried to make modifications as open-ended as possible so that they can reflect many different types of properties... Let's take a classic magitech/sci-fi modification as an example: energy damage... What kind of weapon does it represent? It could very well be any of the following: a lightsaber/psionic blade (magichtech), a plasma blaster (sci-fi), a flaregun or flamethrower (modern day)... Or a simple torch (anything from as early as the stone age).

That's why I don't want to limit certain weapon properties to specific types or settings.

All that said, the googledoc does have the following entry right before the "Weapon Modification" chapter:


Some weapon modifications (such as Firearm and Crank (Automatic)) may require a higher level of technological advancement than what is present in a certain setting. As such, these modifications may be restricted to exotic weapons, make the weapon far more expensive, only be known to certain people or even not exist at all. On the other hand, in sufficiently technologically advanced settings, some modifications may be commonplace, making them cheaper or even freely given to certain weapons.
The GM is always the final arbiter of what modifications are available and what are their effects on a weapon’s price and availability.

That is a reminder to GMs that these can be modified and adapted to different games... In modern-day type of setting, for example, it'd be reasonable to say all firearms start with ammo capacity 6 before modifications.


Pathfinder and 3.5 allready have some modifications for weapons, wand chambers come to mind. those might be good subject to add to your lists, or are they just compatible as is?If it works for RAW, it works for my system. I made it specifically so that it could be used in conjunction with the weapon rules from RAW, if the GM and players want it... If you really want to use a weapon from the books but can't perfectly recreate it using my system... Then just take it from the books! Lemmy's Custom Weapon Generation System is meant to give you more options, not take them away. :smallcool:


and last but not least: This looks kind off perfect for Dreamscarred press's Steelforge book, where they add weapon upgrades to pathfinder, maybe show it to one of their writers? I would love to see this kind of system backed even further.Well... I honestly don't know how I feel about using this for profit... I honestly am truly proud of this project. It's simple, accessible, versatile and brings a lot of variety a creativity into the game (since I started using it, I never saw another game where everyone uses scimitars, falchions and/or longbows). I could see myself fine-tuning it even further, adding more stuff and maybe selling it as a cheap pdf... OTOH, I don't think I'm no game-designer. I'd rather not assume my work is at a professional designer's level. I just want to share cool ideas with other players. Homebrew (both mine and from other creators) added a lot of fun to my games... I want others to have the same experience. :smallsmile:


Im going to keep an eye on this, might be my players would like to try it out someday.
Thank you. I hope you enjoy it. Do share your experience if you ever use it.


P.s. i saw some discussion about a rapid fire modification, but isnt that what multishot and other ranged feats are for? Im all for making cool Rwby like weapons, but we shouldnt tread on the toes of class features and feats :PWell... You have a point. A weapon shouldn't just replace character abilities... But OTOH, replacing and multiplying skill is exactly what weapons do. That's why we use them. Any moron with a gun (or even just a simple kitchen knife) can kill a trained warrior (although training always helps, of course. A professional soldier will be far more deadly than me with a gun). But that's just the "simulationist Point of View...

There's also the game design/balance PoV to consider. And from that point I must agree that in general, weapons shouldn't replace character's feats and abilities... And they don't. The "Burst" modification is basically a "free", but much less effective version of Manyshot. But rhere's more! Just because a modification exists in the googledoc, doesn't mean it's available in every game, setting or timeline. A GM could very well use my system to create a shorter, but better balance and more varied weapon list, rather than using Pathfinder and D&D's bloated list hundreds of "different" weapons that are all basically the same or objectively inferior/superior to all others (I've done it myself). Said list could simply not contain weapons with certain modifications, like Burst, Elemental Damage, Firearm, etc.

Do weapons large ammo capacity or really low reload time make Rapid Reload basically useless? Sure... But if the GM/players don't want such firearms to exist, they don't.
Should weapon modifications such as Burst and Energy Conduit exist in a "realistic" medieval setting? Probably not. So they don't... Unless the GM/players want them to.

Remember: This system is meant to give you more options. Not restrictions or requirements... Options. And one of those options is not using all of it at the same time. Use what you want, when you want, where you want. :smallcool:

Anyway... Sorry for the long post. And once again, thank you for your interest! I hope you can enjoy this system at least as much as I do. :smallsmile:

Swaoeaeieu
2017-04-05, 01:16 AM
You reply to my post piece by piece, so let me return in kind.


Hey, there, Swoo--... Saw--... Seow-- Fellow player! :smallbiggrin:

Thank you for your interest in my humble project! I hope you like it (and don't mind my little joke... I really have no idea how to pronounce your name... :smallbiggrin:)

Mwa-ha-ha another victim to my cunning ruse. Let's just say i won that little contest about coming up with the most unique but hard to pronounce username :smallcool:




Hmmm... You have a good point. I should probably make it so that the weapons handle and/or object to which it's attached remains visible, but the weapon's blade vanishes from sight, undetectable to those unfamiliar with the weapon without close inspection.
The inspection getting a penalty of some sort. Undetectable makes it a little too binary.



It's a single weapon with two "ends", just like in Pathfinder's RAW. After all, you can't practice with one without practicing with the other... (Well, actually, you can, thanks to the Splitting modification, but that ruins my point, so I'll just ignore it) :smallbiggrin:;
But what if you make a double weapon of a martial weapon at one point and an exotic one on the other. are you proficient in its use?



Actually, it can go from stone age weapons to sci-fi and everything in-between... And that's on purpose. Pathfinder and 3.5 allow for a huge diversity of settings and scenarios. While I focused more on "ye olde medieval/renaissance fantasy setting" so common to those systems, I wanted my homebrew to be able to be useful in all sorts of settings and campaigns.

The reason I don't specify what modifications belong to one scenario or another is to allow players and GMs to use their imagination. I tried to make modifications as open-ended as possible so that they can reflect many different types of properties... Let's take a classic magitech/sci-fi modification as an example: energy damage... What kind of weapon does it represent? It could very well be any of the following: a lightsaber/psionic blade (magichtech), a plasma blaster (sci-fi), a flaregun or flamethrower (modern day)... Or a simple torch (anything from as early as the stone age).

That's why I don't want to limit certain weapon properties to specific types or settings.

All that said, the googledoc does have the following entry right before the "Weapon Modification" chapter:
That is a reminder to GMs that these can be modified and adapted to different games... In modern-day type of setting, for example, it'd be reasonable to say all firearms start with ammo capacity 6 before modifications.
yea my bad for having a limited imagination then :P



If it works for RAW, it works for my system. I made it specifically so that it could be used in conjunction with the weapon rules from RAW, if the GM and players want it... If you really want to use a weapon from the books but can't perfectly recreate it using my system... Then just take it from the books! Lemmy's Custom Weapon Generation System is meant to give you more options, not take them away. :smallcool:
Well sure, if the existing weapon mods work with the system, no need to add them. However, are you familliar with the spear- and warspikard from one of the ebberon books? that might be a good upgrade for double weapons with ranged and melee weapons in them
And maybe as an upgrade to double, take a loot at the combination weapons i linked too earlier, it feels like an elegant combination of double, hideaway and others.



Well... I honestly don't know how I feel about using this for profit... I honestly am truly proud of this project. It's simple, accessible, versatile and brings a lot of variety a creativity into the game (since I started using it, I never saw another game where everyone uses scimitars, falchions and/or longbows). I could see myself fine-tuning it even further, adding more stuff and maybe selling it as a cheap pdf... OTOH, I don't think I'm no game-designer. I'd rather not assume my work is at a professional designer's level. I just want to share cool ideas with other players. Homebrew (both mine and from other creators) added a lot of fun to my games... I want others to have the same experience. :smallsmile:
Maybe not for profit then, but the steelforge playtest has some nice nonmagical weapon additions you could look at. and the writers there are very talented, they could even help improve the system a little. ^^



Thank you. I hope you enjoy it. Do share your experience if you ever use it.
i will ^^



Well... You have a point. A weapon shouldn't just replace character abilities... But OTOH, replacing and multiplying skill is exactly what weapons do. That's why we use them. Any moron with a gun (or even just a simple kitchen knife) can kill a trained warrior (although training always helps, of course. A professional soldier will be far more deadly than me with a gun). But that's just the "simulationist Point of View...

There's also the game design/balance PoV to consider. And from that point I must agree that in general, weapons shouldn't replace character's feats and abilities... And they don't. The "Burst" modification is basically a "free", but much less effective version of Manyshot. But rhere's more! Just because a modification exists in the googledoc, doesn't mean it's available in every game, setting or timeline. A GM could very well use my system to create a shorter, but better balance and more varied weapon list, rather than using Pathfinder and D&D's bloated list hundreds of "different" weapons that are all basically the same or objectively inferior/superior to all others (I've done it myself). Said list could simply not contain weapons with certain modifications, like Burst, Elemental Damage, Firearm, etc.

Do weapons large ammo capacity or really low reload time make Rapid Reload basically useless? Sure... But if the GM/players don't want such firearms to exist, they don't.
Should weapon modifications such as Burst and Energy Conduit exist in a "realistic" medieval setting? Probably not. So they don't... Unless the GM/players want them to.

Remember: This system is meant to give you more options. Not restrictions or requirements... Options. And one of those options is not using all of it at the same time. Use what you want, when you want, where you want. :smallcool:
More options is always better. But game balance is also a nice thing. But giving players a better way to play what they want is nicer :P

Lemmy
2017-04-05, 09:01 AM
The inspection getting a penalty of some sort. Undetectable makes it a little too binary.
Well... It's undetectable only if A- The observer is not familiar with the weapon, and B- without close inspection. It can still be detected by holding it in hands and checking it out carefully...


But what if you make a double weapon of a martial weapon at one point and an exotic one on the other. are you proficient in its use?
Huh... I could swear I had written it so that both "ends" of a double weapon share the same category (simple/martial/exotic). I should fix that... Ugh... Stupid Double modification is always giving me extra work... :smallsigh:


Well sure, if the existing weapon mods work with the system, no need to add them. However, are you familliar with the spear- and warspikard from one of the ebberon books? that might be a good upgrade for double weapons with ranged and melee weapons in them
And maybe as an upgrade to double, take a loot at the combination weapons i linked too earlier, it feels like an elegant combination of double, hideaway and others.
Good point. I'll take another look at them.


More options is always better. But game balance is also a nice thing. But giving players a better way to play what they want is nicer :P
I did try to make my system balanced (although all point-buy can be gamed and abused to an extent). I don't think there's any game-breaking modification... Even the more powerful ones, like Burst Fire, probably won't break anything... Although I'm sure there's some template/modification/flaw combination that can push things farther than I expected. It's the nature of point-buy systems... :smallbiggrin:

Swaoeaeieu
2017-04-05, 10:20 AM
Damnit Lemmy, i didnt get anything done at work today, your system is stuck in my head!


Well... It's undetectable only if A- The observer is not familiar with the weapon, and B- without close inspection. It can still be detected by holding it in hands and checking it out carefully...

Huh... I could swear I had written it so that both "ends" of a double weapon share the same category (simple/martial/exotic). I should fix that... Ugh... Stupid Double modification is always giving me extra work... :smallsigh:

Good point. I'll take another look at them.

I did try to make my system balanced (although all point-buy can be gamed and abused to an extent). I don't think there's any game-breaking modification... Even the more powerful ones, like Burst Fire, probably won't break anything... Although I'm sure there's some template/modification/flaw combination that can push things farther than I expected. It's the nature of point-buy systems... :smallbiggrin:

if it is detectable, that sounds like a spot or perception of 15 or higher or something. wich is the kind of clarification that paragraph could use :P

yea double weapons are complicated, you could go the route that all double weapons are automatic exotic, making it easier to arbiter. also, do you have to pay for the other end of the double weapon? text doesnt mention it.

If you like em i bet i can offer up more suggestions. :D

Balance is a bitch, i cant see any obvious holes in it right now, but more eyes looking at it might help.

some more thougts in no apparant order:

On the subject of feedback and people offering suggestions, perhaps you could allow notes in the googledoc so people can point out typo's or grammar and formatting issues.
Pathfinder weapon creation (http://www.d20pfsrd.com/equipment/weapons/#TOC-Creating-New-Weapons) has the shield mod. wich might be a good one for your system as wel. Though most of what is there is in yours as well.

Gravitas material: two steps higher damage? isnt that a bit much? or is this material going to be expensive to counter that? It reminds me of gold or platinum in Magic of Fearun, turning a weapon exotic and increasing damage 1 step.

propulsion: string. thats a bow of some sort then? the wording makes me confused on what it means :P

as a matter of fact, you mention that no weapon can have two mods with the same category. maybe add a small section describing the categories? propulsion for ranged weapons, edge for the striking part of melee etc.

more thoughts to come for sure, glad to help or contribute ^^

khadgar567
2017-04-05, 10:39 AM
you know our french friend is kinda right on category explanation thing and damn that gravitas is kinda powerful when you can get d12 damage from normal build so you might wanna nerf that sucker little bit

Swaoeaeieu
2017-04-05, 11:00 AM
you know our french friend is kinda right on category explanation thing and damn that gravitas is kinda powerful when you can get d12 damage from normal build so you might wanna nerf that sucker little bit

who are you calling a Frenchy? I have never been so insulted in my life!

khadgar567
2017-04-05, 12:02 PM
who are you calling a Frenchy? I have never been so insulted in my life!
then explain how that name pronounced.

Swaoeaeieu
2017-04-05, 02:18 PM
then explain how that name pronounced.

i usually go with:
Swaaaah- (as in the dentist says aaaaaahhh)
ooooh- (as in the crowd oohs and aaahs at a stunt show)
aaaah-(again the dentist)
eeej (go fonzy)
eeee (high pitched girly scream)
eu (as in the very first sylable in Europe)

there you have it. Swaoeaeieu, pleased to meat you.

its based on placing a bunch ov vowels after one another and pronouncing them the dutch way ^^

Lemmy
2017-04-05, 10:22 PM
Damnit Lemmy, i didnt get anything done at work today, your system is stuck in my head!Hah! That's my revenge! You can confuse the language center of my brain with your weird name tag, but I can affect your very source of sustenance! :smallamused:


if it is detectable, that sounds like a spot or perception of 15 or higher or something. wich is the kind of clarification that paragraph could use :P
Yeah... That makes sense... I just really don't want to make the entry even longer. It keeps ruining my page layout! :smallbiggrin:


yea double weapons are complicated, you could go the route that all double weapons are automatic exotic, making it easier to arbiter. also, do you have to pay for the other end of the double weapon? text doesnt mention it.Eh... I don't know... Double weapons include things such as quarterstaves, after all... I guess I'll just bite the bullet and make the entry for Double weapons even longer by specifying that both ends must belong to the same weapon category (simple/martial/exotic). :smallsigh:


If you like em i bet i can offer up more suggestions. :DI'm always happy to hear feedback from other players. :smallsmile:


On the subject of feedback and people offering suggestions, perhaps you could allow notes in the googledoc so people can point out typo's or grammar and formatting issues. That's an interesting idea... I had a few bad experiences with allowing comments in the document before, though... That's why I only allow visualization now... Then again, the people seeing my RPG stuff are usually RPG players, which IME are considerably more polite than the average internet dweller.


Pathfinder weapon creation (http://www.d20pfsrd.com/equipment/weapons/#TOC-Creating-New-Weapons) has the shield mod. wich might be a good one for your system as wel. Though most of what is there is in yours as well. You see... That modification would be pointless in my homebrew... You can already simply use the "Attached" modification to have a weapon attached to your shield... Or armor... Or helmet... Or anything else.


Gravitas material: two steps higher damage? isnt that a bit much? or is this material going to be expensive to counter that? It reminds me of gold or platinum in Magic of Fearun, turning a weapon exotic and increasing damage 1 step.

(...)damn that gravitas is kinda powerful when you can get d12 damage from normal build so you might wanna nerf that sucker little bit
Well... The weapon does weigh 16 times more than usual... That means a simple longsword would weigh 64 pounds! That means characters would need Str 15 just to carry it without going into medium load. I think increasing it by just 1 category is pretty much irrelevant for all but the highest damage dice. I thought about adding a Str requirement to be able to use the blade without suffering a -2 or -4 penalty to attack rolls (like Str 20 for medium creatures, 24 for large, etc)... But in the end, I felt it would be too convoluted.


propulsion: string. thats a bow of some sort then? the wording makes me confused on what it means :P

as a matter of fact, you mention that no weapon can have two mods with the same category. maybe add a small section describing the categories? propulsion for ranged weapons, edge for the striking part of melee etc.

you know our french friend is kinda right on category explanation thing (...)
Yeah... String weapons are meant to represent bows (and also crossbows, originally, before I made separate modification for those). The reason modification categories don't have an explanation is because... Well... I didn't think of any. Nor did I see the need for them. The only reason they exist is to stop weapons from having modifications that conflict with each other (e.g.: if your weapon is a firearm, how could it have a string to shoot the projectile? If it's a whip, how could it simultaneously have a rigid handle to use as a spear?)


more thoughts to come for sure, glad to help or contribute ^^I'll gladly listen to them and at very least, take them in consideration. :smallsmile:

Swaoeaeieu
2017-04-06, 03:34 AM
Yeah... That makes sense... I just really don't want to make the entry even longer. It keeps ruining my page layout! :smallbiggrin:
But... in my very humble opinion, shouldnt balance and clarity of rules be more important then page layout? :smallwink:



Eh... I don't know... Double weapons include things such as quarterstaves, after all... I guess I'll just bite the bullet and make the entry for Double weapons even longer by specifying that both ends must belong to the same weapon category (simple/martial/exotic). :smallsigh:
This might not be a bad thing, it makes double a slightly less epic modification, but opens up the door for an improved version that does allow category mixing.



That's an interesting idea... I had a few bad experiences with allowing comments in the document before, though... That's why I only allow visualization now... Then again, the people seeing my RPG stuff are usually RPG players, which IME are considerably more polite than the average internet dweller.
Us rpg' ers arent all the kind you need to battle with fire and acid.
When i comment on homebrew or playtests i read the whole doc and go back to the thread afterwards to comment, wich in my case means i allready forgot the small details i wanted to mention. So being able to add a small note in the doc would be wonderfull for people like me.



You see... That modification would be pointless in my homebrew... You can already simply use the "Attached" modification to have a weapon attached to your shield... Or armor... Or helmet... Or anything else.
Ah yes, my bad. I thought it would be a niche distinction (a shield with an edge attached being different then a weapon big enough to block blows) but i realise thats just how you fluff the weapon, not mechanics.


Well... The weapon does weigh 16 times more than usual... That means a simple longsword would weigh 64 pounds! That means characters would need Str 15 just to carry it without going into medium load. I think increasing it by just 1 category is pretty much irrelevant for all but the highest damage dice. I thought about adding a Str requirement to be able to use the blade without suffering a -2 or -4 penalty to attack rolls (like Str 20 for medium creatures, 24 for large, etc)... But in the end, I felt it would be too convoluted.
So there are people who actively track their encumberance? huh, dont see those often anymore. :smalltongue:
Maybe, because it is essentially the improved version of heavy weapons in magic of fearun, the material makes a weapon exotic as well. But at the end, 2 steps is too much depending on price, especially since heavy weapons are allready a thing.



Yeah... String weapons are meant to represent bows (and also crossbows, originally, before I made separate modification for those). The reason modification categories don't have an explanation is because... Well... I didn't think of any. Nor did I see the need for them. The only reason they exist is to stop weapons from having modifications that conflict with each other (e.g.: if your weapon is a firearm, how could it have a string to shoot the projectile? If it's a whip, how could it simultaneously have a rigid handle to use as a spear?)
For completions sake i guess, i think the goal of a good homebrew is to be so clear you can just give a relative unexperienced player the document and they would be able to figure it out, meaning some explenations and disclaimers to prevent confusion. For instance, a string propulsed weapon has to be two handed right? how else would it work :smalltongue:
[edit] also string weapons: so a normal bow, with no added str in it. would still be hard to use for a str 8 pc? normal bows dont act like that, seems a little harsh. Maybe keep the string mod seperate from the str ruling, and add a composite mod. since in 3.5 (iirc) composite bows had the str dmg added in.


I'll gladly listen to them and at very least, take them in consideration. :smallsmile:

glad you dont mind, this is the kind of weapon system dream chars are made off, so if i can help make it even better i'dd love to help. (My goal is to introduce a system to my players where they can create and use their own medievel RWBY style weapons, that stuffs whack yo!)

Lemmy
2017-04-06, 11:15 AM
But... in my very humble opinion, shouldnt balance and clarity of rules be more important then page layout? :smallwink:)
Of course it is... But then I won't be able to justify my laziness! :smallsigh:


This might not be a bad thing, it makes double a slightly less epic modification, but opens up the door for an improved version that does allow category mixing.)Ugh... The mere thought of adding yet another entry for the Double modification sends chills down my spine...


Us rpg' ers arent all the kind you need to battle with fire and acid.
When i comment on homebrew or playtests i read the whole doc and go back to the thread afterwards to comment, wich in my case means i allready forgot the small details i wanted to mention. So being able to add a small note in the doc would be wonderfull for people like me.)Yeah... I should probably add a "anyone with the link can see and comment" link at some point.


So there are people who actively track their encumberance? huh, dont see those often anymore. :smalltongue:
Maybe, because it is essentially the improved version of heavy weapons in magic of fearun, the material makes a weapon exotic as well. But at the end, 2 steps is too much depending on price, especially since heavy weapons are allready a thing.)Well, if they are like me, they don't track encumbrance... Unless the character is carrying an obviously heavy load, like a giant bronze statue, an anvil... Or a weapon made of Gravatus.

I'll probably end up adding the Str-requirement rule... Make it more restricted to high-strength characters.


For completions sake i guess, i think the goal of a good homebrew is to be so clear you can just give a relative unexperienced player the document and they would be able to figure it out, meaning some explenations and disclaimers to prevent confusion. For instance, a string propulsed weapon has to be two handed right? how else would it work :smalltongue:)Ugh... Stop bringing up good points to ruin my laziness! :smallannoyed:


glad you dont mind, this is the kind of weapon system dream chars are made off, so if i can help make it even better i'dd love to help. (My goal is to introduce a system to my players where they can create and use their own medievel RWBY style weapons, that stuffs whack yo!)Hey, Ruby and Yang's weapons are actually present in the Sample Weapons chapter... Yang's Ember Celica was particularly fun to build! :smallsmile:

Swaoeaeieu
2017-04-06, 11:26 AM
Of course it is... But then I won't be able to justify my laziness! :smallsigh:
Ugh... Stop bringing up good points to ruin my laziness! :smallannoyed:
You ruined my workday, i ruin your free time! mwahaha



Ugh... The mere thought of adding yet another entry for the Double modification sends chills down my spine...
I'dd be happy to offer suggestions or help out with wording or logistics. Just give a shout.



Hey, Ruby and Yang's weapons are actually present in the Sample Weapons chapter... Yang's Ember Celica was particularly fun to build! :smallsmile:

i was thinking about ways to builds Blakes weapon(s), but then i saw the double/splitting mod and couldnt figure out what value splitting has in the game. a double weapon can be used for twf, turning it into 2 weapons makes it also twf. so while i like the flavour, what use is splitting again? :P

Lemmy
2017-04-06, 12:03 PM
You ruined my workday, i ruin your free time! mwahaha
That's not fair! RPG homebrew projects are obviously far more important than how one makes their living!


I'dd be happy to offer suggestions or help out with wording or logistics. Just give a shout.
I'm always happy to hear suggestions, criticism and general feedback on all aspects of my homebrew projects. :smallsmile:


i was thinking about ways to builds Blakes weapon(s), but then i saw the double/splitting mod and couldnt figure out what value splitting has in the game. a double weapon can be used for twf, turning it into 2 weapons makes it also twf. so while i like the flavour, what use is splitting again? :PGive one of your weapons to an unarmed friend... Carry a concealed bayonet blade into a building where a musket would attract too much attention... Double the number of attacks necessary to disarm you... etc.

Or just use it to create a cool weapon combination. :smallsmile:

It costs 0* points. It's not meant to be a super powerful property... :smallbiggrin:

Swaoeaeieu
2017-04-06, 12:09 PM
That's not fair! RPG homebrew projects are obviously far more important than how one makes their living!

I'm always happy to hear suggestions, criticism and general feedback on all aspects of my homebrew projects. :smallsmile:

Give one of your weapons to an unarmed friend... Carry a concealed bayonet blade into a building where a musket would attract too much attention... Double the number of attacks necessary to disarm you... etc.

Or just use it to create a cool weapon combination. :smallsmile:

It costs 0* points. It's not meant to be a super powerful property... :smallbiggrin:

if you have multiple double splitting weapons, can you swap out parts? can you Voltron them into a mega swiss multiblade? :smallbiggrin:

Lemmy
2017-04-06, 12:27 PM
if you have multiple double splitting weapons, can you swap out parts?
Mechanically speaking, it's a single weapon split in two, not two different weapons combining into one, so I'd say "No, unless they're identical weapons" (like swapping bayonets between muskets).


(...) can you Voltron them into a mega swiss multiblade? :smallbiggrin:
Sadly, no... I've yet to come up with a way for multiple weapons to combine and turn into something different without making it too powerful or too weak...

Fortunatelly, between Alternate Damage Type, Double and Extendable, there are a lot of ways to create "transforming" weapons (who is to say that Alternate Damage Modification isn't your spear turning into a pole-hammer, rather than just a pole weapon with both a spike and a hammer at its end?) :smallbiggrin:

Swaoeaeieu
2017-04-06, 12:33 PM
Mechanically speaking, it's a single weapon split in two, not two different weapons combining into one, so I'd say "No, unless they're identical weapons" (like swapping bayonets between muskets).


Sadly, no... I've yet to come up with a way for multiple weapons to combine and turn into something different without making it too powerful or too weak...

Fortunatelly, between Alternate Damage Type, Double and Extendable, there are a lot of ways to create "transforming" weapons (who is to say that Alternate Damage Modification isn't your spear turning into a pole-hammer, rather than just a pole weapon with both a spike and a hammer at its end?) :smallbiggrin:

fluff is key i see :P

as for Blakes Gambol Shroud (is what her stuff is called right), those are 3 weapons: small blade with a gun in it and a big blade the smaller blade is sheathed in.
i was thinking a double weapon, slashing one handed with a one handed firearm, one having the extend mod to attach it to a rope, sword having the modification that lets it act like a grappling hook. Then have the big blade be a one handed slashing attached to a shield with a regular old shieldsheath to store the other one in.
thoughts?

Lemmy
2017-04-06, 01:36 PM
fluff is key i see :PThat and occasionally ignoring the original intention behind certain rules... :smallbiggrin:


as for Blakes Gambol Shroud (is what her stuff is called right), those are 3 weapons: small blade with a gun in it and a big blade the smaller blade is sheathed in.
i was thinking a double weapon, slashing one handed with a one handed firearm, one having the extend mod to attach it to a rope, sword having the modification that lets it act like a grappling hook. Then have the big blade be a one handed slashing attached to a shield with a regular old shieldsheath to store the other one in.
thoughts?That could work... And now that we have the Energy Conduit modification, we can create Weiss' weapon as well!

I actually thought about creating a chapter for weapon sheaths, but I honestly couldn't think of enough stuff to fill even a page without it feeling like scratching the bottom of the barrel. I then thought about adding a "Sheath" modification, which would allow weapons to work as sheaths for other weapons... It isn't a bad idea, but it's arguably already within the realm of the "Utility, Major" modification.

khadgar567
2017-04-06, 01:45 PM
Mechanically speaking, it's a single weapon split in two, not two different weapons combining into one, so I'd say "No, unless they're identical weapons" (like swapping bayonets between muskets).

did i smell advented exotic modification

fluff is key i see :P

as for Blakes Gambol Shroud (is what her stuff is called right), those are 3 weapons: small blade with a gun in it and a big blade the smaller blade is sheathed in.
i was thinking a double weapon, slashing one handed with a one handed firearm, one having the extend mod to attach it to a rope, sword having the modification that lets it act like a grappling hook. Then have the big blade be a one handed slashing attached to a shield with a regular old shieldsheath to store the other one in.
thoughts?
yep its gambol shroud but its katana with machine gun grip and variable cord handle. sheath is basicly one side sharpen criket bat.

Swaoeaeieu
2017-04-06, 02:14 PM
did i smell advented exotic modification

yep its gambol shroud but its katana with machine gun grip and variable cord handle. sheath is basicly one side sharpen criket bat.

well yea, but thats details. i was thinking the basics on how to achieve the premise :P

also, elemental damage goes for touch AC, no str to dmg. so just take it with a light or finesse weapon and go to town right?

Lemmy
2017-04-06, 03:37 PM
Well... I added the bare bones of the Special Ammo & Splash Weapons chapter... It's an early version, but it should be enough to give players and GMs inspiration and ideas for unusual ammo. :smallsmile:

Almarck
2017-04-06, 08:30 PM
Can there say "load each round manually" be a drawback?


The difference between loading an assault weapon that uses a clip or belt fed loader as opposed to a shell loading shotgun.


It's ultimately one criticism I have of the system, I can't seem to find the ammo pricing rules or say an option to have universal ammo for powered weapons.


Oh is it possible to make "melee weapons" that need "ammo" yet to function properly? Might be an interesting flaw. Chainsaws come to mind, as do lightsabres and vibroblades.


Oh and what about weapons that operate on a "cooldown". Technically infinite uses, provided a catch is done such as either waiting, or recharging somemanner.

You could realistically have an entire section dedicated to having "power packs" be a seperate subsystem to costumize.

Lemmy
2017-04-06, 09:55 PM
Hey there, Almarck! Thanks for participating in my humble project. You too make many different points, so I'll address them one-by-one, ok? :smallsmile:


Can there say "load each round manually" be a drawback?

The difference between loading an assault weapon that uses a clip or belt fed loader as opposed to a shell loading shotgun.
Well, that's a function of ammo capacity. When you reload a weapon, you reload as much ammo as it can hold... So, say... A an assault rifle would have an ammo capacity of 100 (and supposedly be reload by changing mags, which would be reflected by a faster reload speed), while a shotgun with ammo capacity of 2 would have to be reload nearly every round. :smallsmile:


It's ultimately one criticism I have of the system, I can't seem to find the ammo pricing rules or say an option to have universal ammo for powered weapons.
Well... That's... Uh... Because there aren't any. I'm just starting to develop the Ammo chapter of the googledoc...


Oh is it possible to make "melee weapons" that need "ammo" yet to function properly? Might be an interesting flaw. Chainsaws come to mind, as do lightsabres and vibroblades.

Oh and what about weapons that operate on a "cooldown". Technically infinite uses, provided a catch is done such as either waiting, or recharging somemanner.
Kinda... Some modifications require "recharging" of some kind (battery charges, fuel, etc). Those modifications can be applied to melee weapons... They are Elemental Damage (which can be used to build lightsabers or flame-throwers), energy conduit (for stun battons) and motorblade (which are there specifically to allow the creation of stuff like chainsaws).


You could realistically have an entire section dedicated to having "power packs" be a seperate subsystem to costumize.
True... But before I knew it, this project grew immensely! So I try to finish (or at least add a reasonable amount of content) to the chapters I already started before creating a new one.

Anyway, thank you for your interest! I hope you'll continue to share your thoughts. :smallsmile:

Swaoeaeieu
2017-04-07, 04:50 AM
That could work... And now that we have the Energy Conduit modification, we can create Weiss' weapon as well!

I actually thought about creating a chapter for weapon sheaths, but I honestly couldn't think of enough stuff to fill even a page without it feeling like scratching the bottom of the barrel. I then thought about adding a "Sheath" modification, which would allow weapons to work as sheaths for other weapons... It isn't a bad idea, but it's arguably already within the realm of the "Utility, Major" modification.



yep its gambol shroud but its katana with machine gun grip and variable cord handle. sheath is basicly one side sharpen criket bat.

Allright lets add some more builds to the example list shall we? :smallbiggrin: Mind you this is a test run, looking for the edges of possibilities, it might point at some shaky rules in the system.

Gambol Shroud aka the triple threat aka Blakes Blades
Ever wondered how to stat that intricate weapon? well look no further!
Since they are actually 3 weapons we will stat them like so:

-First weapon: Cleaver
Template: Melee Exotic One-Handed Slashing Weapon. (6 modification points)
[1d8, 19-20, x2]
Modifications: [Deadly] (0 points), [Distracting] (1 point), [Finesse] (1 point), (2 points), [Monk] (0 points), [Twin] (1 point), (1 point),
[I]
-Second and third weapon, [U]the Guntana (gun and katana, get it?)
Base template: Melee Exotic Light Slashing Weapon. (6 modification points)
[1d4, 19-20, x2]
Modifications: [Deadly] (0 point), [Double] (1 point), [Extendable, Whip] (2 points), [Monk] (0 points) [Twin] (1 point), [Utility, major - grappling hook] (1 point), [Whip, reinforced] (1 point).

Double template: Ranged Exotic Light Bludgeoning Weapon (6+3 modification points)
[1d10, 20, x2, 60 ft]
Ammo Capacity: 10. Free action reload.
Modifications: [Additional Damage Type, piercing] (0 points), [Double] (1 point), [Firearm] (0 points), [Improved Ammo Capacity]x3 (3 points), [Improved Damage Die]x2 (4 points), [Improved Range] (1 point), [Reduced Reload Speed, Flaw] (+1 point), [Unreliable, flaw] (+2 points)

Total cost for all of it: 114 gold pieces. Ammosoldseperately

To explain: Gambol Shroud has a large bladed cleaver wich can be used One Handed. Just like any other One Handed weapon, you could use it in two hands for more str damage, but from the show we know its not a Two handed weapon on its own, but to imply the large size we used the improved damage die. The large blade acts as a sheath, so utility modification, and works together very well with the rest of the set, so twin modification on both blades so one exotic profficiency allows you to wield both, and other feats benefit the whole set as well. Distracting is on the cleaver because of Blakes fighting style in the show (and its 0 points so just throw it on there :P). Monk is on it because of the rapid strike way of attacking involved, again its 0 points, so based on the build of the char it might not be neccesary. Deadly added for lol's and flavour.

The other part of Gambol Shroud, the guntana is a double weapon (obviously) wich can be swung on a rope, but not needs to be wielded that way, so extendable grip modification, with reinforced whip (because extendable counts as a whip, it can be used for the prerequisite of reinforced whip). It is also often used as a grappling hook to swing from, hence the utility mod. It is also used in conjunction with the cleaver part, so Twin and Monk to facilitate that fighting style. Deadly added for flavour.
But the guntana wouldnt be a friggin' guntana without the gun part! So the other end of the double is a light firearm with unreliable (guns jam yo!) and reduced loading time (you shouldnt be able to switch magazines without some effort right?) wich gives us a total of 9 (!) modifications to add. Bullets should do bludgeoning as well as piercing, so added a damage type. We want to save some time by not reloading too often, so a magazine of 10 bullets should do the trick. A gun should be used on people outside of basic charging range, so a little more range on the gun, and off course damage.

The way i read the rules right now, these three two weapons allow you to dual wield, attack loads of time in melee, throw your sword around on a rope to swing from it or just to attack fools. And! Whips can only be added to melee weapons, and it is. The trick is that on that melee weapon is strapped a gun. Meaning you can probably pull of that trick where you swing the sword around, then use the gun on a rope for recoil/bonus shots. Since its still a double weapon, and you can two weapon fight with those. And there are feats that allow two weapon fighting with ranged and melee weapons at the same time.
And off course you can load the gun with elemental bullets, but thats a different chapter.

Do talk to your DM about exotic proffiencies though, because it might just be you will spend 3 feats just to wield these :smallbiggrin:

Sadly, the katana part of the guntana feels a little underwhelming in the damage department, but thats what you get for trying to cram a lot of cool in a single sword :smallcool:
maybe later ill try to do Weiss' as well. But if someone else want to give the sytem a whirl i think you should!

On suggestions: language in the reinforced whip to include extendable in its prerequisites. Reload speeds should go free--> swift --> move --> standard --> full round. A free action is allready basically no action. might be more balanced for reloading to have an extra step in between.
Firearm, advanced states that to add it you must have the Gunpowder modification. Wich does not exist, its just the firearm mod.
There is an blank line missing between tangling and throwing mods.
other small things i forgot.

khadgar567
2017-04-07, 08:41 AM
Allright lets add some more builds to the example list shall we? :smallbiggrin: Mind you this is a test run, looking for the edges of possibilities, it might point at some shaky rules in the system.

Gambol Shroud aka the triple threat aka Blakes Blades
Ever wondered how to stat that intricate weapon? well look no further!
Since they are actually 3 weapons we will stat them like so:

-First weapon: Cleaver
Template: Melee Exotic One-Handed Slashing Weapon. (6 modification points)
[1d8, 19-20, x2]
Modifications: [Deadly] (0 points), [Distracting] (1 point), [Finesse] (1 point), (2 points), [Monk] (0 points), [Twin] (1 point), (1 point),
[I]
-Second and third weapon, [U]the Guntana (gun and katana, get it?)
Base template: Melee Exotic Light Slashing Weapon. (6 modification points)
[1d4, 19-20, x2]
Modifications: [Deadly] (0 point), [Double] (1 point), [Extendable, Whip] (2 points), [Monk] (0 points) [Twin] (1 point), [Utility, major - grappling hook] (1 point), [Whip, reinforced] (1 point).

Double template: Ranged Exotic Light Bludgeoning Weapon (6+3 modification points)
[1d10, 20, x2, 60 ft]
Ammo Capacity: 10. Free action reload.
Modifications: [Additional Damage Type, piercing] (0 points), [Double] (1 point), [Firearm] (0 points), [Improved Ammo Capacity]x3 (3 points), [Improved Damage Die]x2 (4 points), [Improved Range] (1 point), [Reduced Reload Speed, Flaw] (+1 point), [Unreliable, flaw] (+2 points)

Total cost for all of it: 114 gold pieces. Ammosoldseperately

To explain: Gambol Shroud has a large bladed cleaver wich can be used One Handed. Just like any other One Handed weapon, you could use it in two hands for more str damage, but from the show we know its not a Two handed weapon on its own, but to imply the large size we used the improved damage die. The large blade acts as a sheath, so utility modification, and works together very well with the rest of the set, so twin modification on both blades so one exotic profficiency allows you to wield both, and other feats benefit the whole set as well. Distracting is on the cleaver because of Blakes fighting style in the show (and its 0 points so just throw it on there :P). Monk is on it because of the rapid strike way of attacking involved, again its 0 points, so based on the build of the char it might not be neccesary. Deadly added for lol's and flavour.

The other part of Gambol Shroud, the guntana is a double weapon (obviously) wich can be swung on a rope, but not needs to be wielded that way, so extendable grip modification, with reinforced whip (because extendable counts as a whip, it can be used for the prerequisite of reinforced whip). It is also often used as a grappling hook to swing from, hence the utility mod. It is also used in conjunction with the cleaver part, so Twin and Monk to facilitate that fighting style. Deadly added for flavour.
But the guntana wouldnt be a friggin' guntana without the gun part! So the other end of the double is a light firearm with unreliable (guns jam yo!) and reduced loading time (you shouldnt be able to switch magazines without some effort right?) wich gives us a total of 9 (!) modifications to add. Bullets should do bludgeoning as well as piercing, so added a damage type. We want to save some time by not reloading too often, so a magazine of 10 bullets should do the trick. A gun should be used on people outside of basic charging range, so a little more range on the gun, and off course damage.

The way i read the rules right now, these three two weapons allow you to dual wield, attack loads of time in melee, throw your sword around on a rope to swing from it or just to attack fools. And! Whips can only be added to melee weapons, and it is. The trick is that on that melee weapon is strapped a gun. Meaning you can probably pull of that trick where you swing the sword around, then use the gun on a rope for recoil/bonus shots. Since its still a double weapon, and you can two weapon fight with those. And there are feats that allow two weapon fighting with ranged and melee weapons at the same time.
And off course you can load the gun with elemental bullets, but thats a different chapter.

Do talk to your DM about exotic proffiencies though, because it might just be you will spend 3 feats just to wield these :smallbiggrin:

Sadly, the katana part of the guntana feels a little underwhelming in the damage department, but thats what you get for trying to cram a lot of cool in a single sword :smallcool:
maybe later ill try to do Weiss' as well. But if someone else want to give the sytem a whirl i think you should!

On suggestions: language in the reinforced whip to include extendable in its prerequisites. Reload speeds should go free--> swift --> move --> standard --> full round. A free action is allready basically no action. might be more balanced for reloading to have an extra step in between.
Firearm, advanced states that to add it you must have the Gunpowder modification. Wich does not exist, its just the firearm mod.
There is an blank line missing between tangling and throwing mods.
other small things i forgot.
one think to add this minor utility sickle cuz blade turns 90 degres when she uses as impropto kusarigama( whip).

Swaoeaeieu
2017-04-07, 08:45 AM
one think to add this minor utility sickle cuz blade turns 90 degres when she uses as impropto kusarigama( whip).

Wich would be fluff. mechanicaly the sickle mode doesnt change much.

khadgar567
2017-04-07, 09:19 AM
Wich would be fluff. mechanicaly the sickle mode doesnt change much.
reach+ damage + atleast something from angular momentum = it will deal damage if blake wants to use it.
it s bullet speed is 1126 ft per seccond so kusarigama portion deals damage to.

Lemmy
2017-04-07, 09:22 AM
The only mistake I see is that the Monk modification costs 2 points for Exotic weapons. This is because there are archetypes that give proficiency with all Monk weapons (and it's a common house-rule to give the same to Monks).

In any case... I probably wouldn't add it anyway, as her combat styles looks more like occasional TWFing than Flurry of Blows.

Lemmy
2017-04-07, 09:25 AM
reach+ damage + atleast something from angular momentum = it will deal damage if blake wants to use it.
it s bullet speed is 1126 ft per seccond so kusarigama portion deals damage to.Sure, but mechanically, it uses the same stats as the normal blade...

Besides, you don't need a modification to have a blade work like a slightly different blade.

Lemmy
2017-04-07, 09:38 AM
On suggestions: language in the reinforced whip to include extendable in its prerequisites.
Indeed. I forgot about that because I created the Extendable modification after the Reinforced Whip one.


Reload speeds should go free--> swift --> move --> standard --> full round. A free action is already basically no action. might be more balanced for reloading to have an extra step in between. I agree... I just went with none -> free -> move because it's how it goes in Pathfinder's RAW.


Firearm, advanced states that to add it you must have the Gunpowder modification. Which does not exist, its just the firearm mod.
Good catch. Fixed it.


There is an blank line missing between tangling and throwing mods.
Ah, thanks... This sort of thing happens when I add/remove modifications and mess with the page layout. :smalltongue:


other small things i forgot.
Tell me when you remember! :smallbiggrin:

EDIT: Oh, yeah... You should be able to comment on the googledoc now.

Swaoeaeieu
2017-04-07, 09:39 AM
The only mistake I see is that the Monk modification costs 2 points for Exotic weapons. This is because there are archetypes that give proficiency with all Monk weapons (and it's a common house-rule to give the same to Monks).

In any case... I probably wouldn't add it anyway, as her combat styles looks more like occasional TWFing than Flurry of Blows.

but not bad for a first try right? :P
but without the monk upgrade would be easier for sure. Just saw the mod, thought about her combat style and shrugged :P That aside i think i captured the weapon pretty well :smallcool:

Swaoeaeieu
2017-04-07, 09:41 AM
I agree... I just went with none -> free -> move because it's how it goes in Pathfinder's RAW.

Ah, thanks... This sort of thing happens when I add/remove modifications and mess with the page layout. :smalltongue:

EDIT: Oh, yeah... You should be able to comment on the googledoc now.

wait thats how pathfinder does it? thats odd.

and me forgetting the little things is why i need the comments :P so ill do those now instead of gooping up the thread.

Lemmy
2017-04-07, 10:00 AM
but not bad for a first try right? :P
but without the monk upgrade would be easier for sure. Just saw the mod, thought about her combat style and shrugged :P That aside i think i captured the weapon pretty well :smallcool:
It's a really good conversion, IMHO.


wait thats how pathfinder does it? thats odd.Yeah... For some reason, reload speeds go from Move action straight to Free action.


and me forgetting the little things is why i need the comments :P so ill do those now instead of gooping up the thread.
No problem. Check if the comments are working. :smallsmile:

Swaoeaeieu
2017-04-07, 10:18 AM
It's a really good conversion, IMHO.
If you change the Monk part, it might fit nice in the example part :P


Yeah... For some reason, reload speeds go from Move action straight to Free action.
in your system, string weapons, or bows, get 2 steps easier reload. but crossbows and guns need to spend at least some points to get more then one attack a round at later levels. Changing the table to include swift might actually help balance of bows vs. crossbows/guns. Other complaints about guns are allready gone, the big crits and missfires.



No problem. Check if the comments are working. :smallsmile:

working on my end, allready added some.

Lemmy
2017-04-07, 10:48 AM
If you change the Monk part, it might fit nice in the example part :P
It really might... I just have to add more weapons to fill at least one more page for the Sample Weapons chapter. One of them could be lightsabers.


in your system, string weapons, or bows, get 2 steps easier reload. but crossbows and guns need to spend at least some points to get more then one attack a round at later levels. Changing the table to include swift might actually help balance of bows vs. crossbows/guns. Other complaints about guns are allready gone, the big crits and missfires.
Well... Crossbows (Crank weapons) can already add strength modifier to damage now. Even a pseudo-Strength modifier, in the case of Crank(automatic). They compensate for the lower reload speed with higher damage. I think they are about equivalent right now.


working on my end, already added some.Yeah, I even replied to those. :smallbiggrin:

Almarck
2017-04-07, 11:06 AM
I went Crazy... so please don't judge


New Flaws:
Melee Munitions: This flaw requires the melee weapon expend some sort of resource in order to function properly; popular choices include battery power and magic. It gains an ammo capacity of 1 and is reloaded as a ranged weapon of its size. If ammo or battery power could not be spent, this weapon’s damage is reduced by 3 Steps and all beneficial magical enchantments on the weapon are suppressed.
Special: For 3 CP, the energy is drained every time an attack is made, regardless of if it hits or misses. For 1 CP, the energy is only drained if attack does damage.
Prerequisite: Melee weapon. Craft Points Value: 1 or 3

No Manual Reloads: This flaw makes it so that the weapon is unable to be reloaded in a combat situation. The exact specifics are left to the GM to decide, but regardless, the weapon cannot be reloaded by hand and requires specific, non stressful circumstances to do so.
Prerequisite: Ammo Capacity. Craft Points Value: Up to 5 (weapon cannot be reloaded at all)



New Trait
Solar Powered: This weapon or power source is able to recharge itself just by being in the sun. At 1 CP, the weapon regains 1 ammo every hour. At 2, 1 Ammo every 10 minutes. At 3, 1 ammo every minute.
Prerequisite: Ammo Capacity. Craft Points Value: 1, 2, or 3



External Feed: This weapon is able to connect to an external source which supplies to weapon’s primary magazine with more ammunition. Attaching an external feed is dependant on the size of the external source.
Special: The type of external source to be attached must be compatible with the weapon’s ammo type.
Requirements: Ammo Capacity. Craft Points: 1* for Light and One-Handed Weapons. 2 for Two-Handed weapons.








Oh and some suggestions.



Reduced Ammo Capacity Speed: The weapon reduces the maximum amount of ammo it can hold by 1 step, following the appropriate progression found in table 3.04 - Weapon Ammo Capacity.
Special: This flaw can be taken multiple times. Its effects stack.
Prerequisite: Ranged Weapon, Ammo Capacity 3 or higher. Craft Points Value: 1


Why does it need speed?




Also, maybe changing the Firearm and Firearm Advanced traits to “High Velocity” and “Extreme Velocity” might be a good idea? The reasoning, is that this might say, allow more freedom of customization, since it would allow for say bows that could compete with firearms; essentially let the peopel using the system decide the flavor of the weapons you’re using. And it would allow more freedom in designing the ammunition system if you get to it. A number of other traits are like that, admittedly, but I just wonder if it might be a good idea to reduce the ammount of specific weapon name or type reference so that the person buying the weapon is more free to customize the ascetic feel of the weapon.


Munitions Rules (prototype)
All weapons that consume ammo to work require munitions to work. Upon creating a weapon, determine the type of ammo it uses and the cost to purchase it.

The cost for ammo is determined by the proficiency of the weapon, under the logic of more complex weapons use more rarified ammo.
Simple weapon ammo costs 1 copper piece, with empty clips costing 1 copper for every 10 rounds in capacity.
Martial weapon ammo costs 1 silver piece, with empty clips costing 1 silver for every 10 rounds in capacity.
Exotic weapon ammo costs 1 gold piece, with empty clips costing 1 gold for every 10 rounds in capacity.

Generally speaking, the type of ammo is not that important, though defining a broad category such as “bullets”, “buckshot”, or “arrows” is perhaps necessary.

Another type of “ammo” is powered munitions, in which the weapon consumes power, either magical or electronic to use its functions. Powered weapons are able to utilize the same power sources and energy; powered ammo is always treated as exotic ammo regardless of the price and any “power pack” or power storing unit made for one weapon can be attached to another. (provided that one weapon uses an external feed). This could be done to say, attach solar powered or fusion backpack storage units to feed a light saber.

Lemmy
2017-04-07, 11:20 AM
Hey, Almarck! Thanks for your post. A bunch of good ideas there... It's nice to see players showing this kind of enthusiasm over this project. :smallsmile:

Unfortunately, I'm about to leave, so I can't address all your points right now, but I address this one:


Reduced Ammo Capacity Speed: The weapon reduces the maximum amount of ammo it can hold by 1 step, following the appropriate progression found in table 3.04 - Weapon Ammo Capacity.
Special: This flaw can be taken multiple times. Its effects stack.
Prerequisite: Ranged Weapon, Ammo Capacity 3 or higher. Craft Points Value: 1
Why does it need speed?
It doesn't... That was a typo from when I created the Flaw (I copy-pasted the Reduced Reload Speed and then simply adapted. Somehow the word "Speed" slipped my notice). Thanks for pointing it out. I just fixed it.

I'll make a more complete reply to your post when I come back. Thanks for your interest. :smallsmile:

Swaoeaeieu
2017-04-07, 11:38 AM
It really might... I just have to add more weapons to fill at least one more page for the Sample Weapons chapter. One of them could be lightsabers.


Allright, let's do this then! (even tho waiting for another full page shouldnt matter that much in a document like this, it's what ctrl+enter is for after all)

Myrtenaster
Template: Melee Exotic Light Piercing Weapon. (6 +2 modification points)
[1d4, 20, x3]
Modifications: [Deadly] (0 points), [Energy Conduit] x4 (8 points) [Performance] (0 points), [Short flaw] (+2 points)

The perfect utility rapier, able to coat itself in 4 different kinds of ellemental energy to overcome any damage reduction you come across! The damage aint great, but if this is your weapon, the damage you do comes from your spellwork anyway!

khadgar567
2017-04-07, 12:35 PM
Allright, let's do this then! (even tho waiting for another full page shouldnt matter that much in a document like this, it's what ctrl+enter is for after all)

Myrtenaster
Template: Melee Exotic Light Piercing Weapon. (6 +2 modification points)
[1d4, 20, x3]
Modifications: [Deadly] (0 points), [Energy Conduit] x4 (8 points) [Performance] (0 points), [Short flaw] (+2 points)

The perfect utility rapier, able to coat itself in 4 different kinds of elemental energy to overcome any damage reduction you come across! The damage aint great, but if this is your weapon, the damage you do comes from your spellwork anyway!
you may want to pop almacs melee munitions modification mate so its more like
Myrtenaster
Template: Melee Exotic Light Piercing Weapon. (6 +3 modification points)
[1d8, 20, x3]
Modifications: [Deadly] (0 points), [Energy Conduit] (2 points) [Performance] (0 points) [ Utility minor(casting focus)] [Alternative Damage( slashing)](0 points)[Finese](0 points)[Improved Damage x2](4 points), [melee munitions](3 points)
Here is my take on infamous rapier
.

Swaoeaeieu
2017-04-07, 01:26 PM
you may want to pop almacs melee munitions modification mate so its more like
Myrtenaster
Template: Melee Exotic Light Piercing Weapon. (6 +3 modification points)
[1d8, 20, x3]
Modifications: [Deadly] (0 points), [Energy Conduit] (2 points) [Performance] (0 points) [ Utility minor(casting focus)] [Alternative Damage( slashing)](0 points)[Finese](0 points)[Improved Damage x2](4 points), [melee munitions](3 points)
Here is my take on infamous rapier
.

i dont really see it that way. first off, the melee munitions flaw isnt really fleshed out enough to use yet. Plus in the show she doesnt really reload her rapier, it just coats in elemental energy. I also dont know what casting focus does or if its viable for a minor utility, but i like the idea. you also list 3 0 point mods, the third one should be 1 cost. and you dont need finesse on a light weapon.

khadgar567
2017-04-07, 01:50 PM
You know if we put them in party weis ends up mainly wizard with rapier and during major part of show she dont uses magus stuff but who cares its lemmy's book so he is gonna decide whos build represents the weapon better mine is kinda try to reach her fluff and spirit in good terms

Lemmy
2017-04-07, 04:09 PM
Phew... Here we go!


New Flaws:
Melee Munitions: This flaw requires the melee weapon expend some sort of resource in order to function properly; popular choices include battery power and magic. It gains an ammo capacity of 1 and is reloaded as a ranged weapon of its size. If ammo or battery power could not be spent, this weapon’s damage is reduced by 3 Steps and all beneficial magical enchantments on the weapon are suppressed.
Special: For 3 CP, the energy is drained every time an attack is made, regardless of if it hits or misses. For 1 CP, the energy is only drained if attack does damage.
Prerequisite: Melee weapon. Craft Points Value: 1 or 3

No Manual Reloads: This flaw makes it so that the weapon is unable to be reloaded in a combat situation. The exact specifics are left to the GM to decide, but regardless, the weapon cannot be reloaded by hand and requires specific, non stressful circumstances to do so.
Prerequisite: Ammo Capacity. Craft Points Value: Up to 5 (weapon cannot be reloaded at all)
Hmmm... I don't know how I feel about having an universal reload-system for melee weapons... There's already Motorblade for that. Besides, even a chainsaw can be used as an improvised bludgeoning weapon :smallbiggrin:. That said, I might add a "Boost" modification that lets you temporarily increase the weapon's damage and/or efficiency in exchange for having to recharge it or wait for it to cool off. Could make for a funny "Rocket Hammer" mechanic. Heh...

I do like the idea of weapons that require some specific equipment or facility to reload... But again, I don't know about making them a universal modification. Seems more like a siege weapon kind of thing.


New Trait
Modification* :smallbiggrin:


Solar Powered: This weapon or power source is able to recharge itself just by being in the sun. At 1 CP, the weapon regains 1 ammo every hour. At 2, 1 Ammo every 10 minutes. At 3, 1 ammo every minute.
Prerequisite: Ammo Capacity. Craft Points Value: 1, 2, or 3
That's a pretty cool idea. I was tinkering with the concept of recharging weapons. I probably wouldn't limit it to solar energy, though. Maybe the weapon just has to cool off after firing.


External Feed: This weapon is able to connect to an external source which supplies to weapon’s primary magazine with more ammunition. Attaching an external feed is dependant on the size of the external source.
Special: The type of external source to be attached must be compatible with the weapon’s ammo type.
Requirements: Ammo Capacity. Craft Points: 1* for Light and One-Handed Weapons. 2 for Two-Handed weapons.Again... I don't know about making it an universal modification, but I like the possibility of having it for more unique weapons.


Also, maybe changing the Firearm and Firearm Advanced traits to “High Velocity” and “Extreme Velocity” might be a good idea? The reasoning, is that this might say, allow more freedom of customization, since it would allow for say bows that could compete with firearms; essentially let the peopel using the system decide the flavor of the weapons you’re using. And it would allow more freedom in designing the ammunition system if you get to it. A number of other traits are like that, admittedly, but I just wonder if it might be a good idea to reduce the ammount of specific weapon name or type reference so that the person buying the weapon is more free to customize the ascetic feel of the weapon.
You could use the firearm modification to make a high-velocity anything... The names for modifications and categories' are there mostly as suggestions and clarifications. They shouldn't stop you from using them to reflect different mechanics. If you want your weapon to target touch AC because it shoots psychic energy, you can buy the Firearm modification and simply fluff it differently...


Munitions Rules (prototype)
All weapons that consume ammo to work require munitions to work. Upon creating a weapon, determine the type of ammo it uses and the cost to purchase it.

The cost for ammo is determined by the proficiency of the weapon, under the logic of more complex weapons use more rarified ammo.
Simple weapon ammo costs 1 copper piece, with empty clips costing 1 copper for every 10 rounds in capacity.
Martial weapon ammo costs 1 silver piece, with empty clips costing 1 silver for every 10 rounds in capacity.
Exotic weapon ammo costs 1 gold piece, with empty clips costing 1 gold for every 10 rounds in capacity.

Generally speaking, the type of ammo is not that important, though defining a broad category such as “bullets”, “buckshot”, or “arrows” is perhaps necessary.I'd rather not differentiate ammo based on weapon category (simple/martial/exotic), but on weapon "handiness" (light/one-handed/two-handed) and propulsion method (firearm, string, crank, etc). Maybe on type of damage and source of energy (if any) as well. Still... I'll probably make ammo cost rules as simple and general as possible. The only thing more boring than keeping track of ammo is keeping track of its cost. :smalltongue:


Another type of “ammo” is powered munitions, in which the weapon consumes power, either magical or electronic to use its functions. Powered weapons are able to utilize the same power sources and energy; powered ammo is always treated as exotic ammo regardless of the price and any “power pack” or power storing unit made for one weapon can be attached to another. (provided that one weapon uses an external feed). This could be done to say, attach solar powered or fusion backpack storage units to feed a light saber.That's already the case of certain modifications, such as Elemental Damage... It it's a "powered munition" in the sense that it consumes charges/fuel... But no physical ammo.

As usual, thank you for your input. I really appreciate the suggestions. :smallsmile:

Lemmy
2017-04-07, 04:23 PM
i dont really see it that way. first off, the melee munitions flaw isnt really fleshed out enough to use yet. Plus in the show she doesnt really reload her rapier, it just coats in elemental energy. I also dont know what casting focus does or if its viable for a minor utility, but i like the idea. you also list 3 0 point mods, the third one should be 1 cost. and you dont need finesse on a light weapon.


You know if we put them in party weis ends up mainly wizard with rapier and during major part of show she dont uses magus stuff but who cares its lemmy's book so he is gonna decide whos build represents the weapon better mine is kinda try to reach her fluff and spirit in good terms

No need for fighting... We can all have different ideas on how to do it. No adaptation is perfect, after all... Even the examples I come up with and write down in the google doc are nothing more than my personal idea of how to do it, not an official adaption.

Personally, I'd make it a 1-handed exotic piercing weapon... And add Finesse (1 cp), alternate damage (Slashing cp) and Energy Conduit (x3) (6 cp) (I know she uses a bunch of different types of damage, but honestly, cold, fire and electricity are enough to recreate the weapon. I don't remember she ever using acid and sonic, after all. To compensate for the extra CP, I'd either take a flaw, make it a light weapon (so as to not need the Finesse modification) or straight up "cheat" by saying that the weapon was made by someone with the Extraordinary Smith feat. :smallbiggrin:

(You guys forgot about the feats, didn't you? :smallamused:)

Swaoeaeieu
2017-04-07, 04:34 PM
No need for fighting... We can all have different ideas on how to do it. No adaptation is perfect, after all... Even the examples I come up with and write down in the google doc are nothing more than my personal idea of how to do it, not an official adaption.

Personally, I'd make it a 1-handed exotic piercing weapon... And add Finesse (1 cp), alternate damage (Slashing cp) and Energy Conduit (x3) (6 cp) (I know she uses a bunch of different types of damage, but honestly, cold, fire and electricity are enough to recreate the weapon. I don't remember she ever using acid and sonic, after all. To compensate for the extra CP, I'd either takea flaw, make it a light weapon (so as to not need the Finesse modification) or straight up "cheat" by saying that the weapon was made by someone with the Extraordinary Smith feat. :smallbiggrin:

(You guys forgot about the feats, didn't you? :smallamused:)

Hey man, if i could fix up the mess of a weapon that is Gambol shroud without cheating, we should be able to do that flimsy rapier as well :smallbiggrin:

Lemmy
2017-04-07, 04:51 PM
Hey man, if i could fix up the mess of a weapon that is Gambol shroud without cheating, we should be able to do that flimsy rapier as well :smallbiggrin:
Hey! I'm the creator! It's not cheating if I say it's legal! :smallcool:

But, well... Making it a light weapon to save costs on the Finesse modification should work. It's a pretty small rapier, after all... Closer to those small swords that eventually replaced rapiers when walking around with swords wasn't as fashionable or necessary anymore... :smallbiggrin:

khadgar567
2017-04-08, 12:18 AM
Still melee munitions looks like perfect way to fasilitate her change bullet change spesific dust used mechanic which why i used one energy conduit since using diffrent dust makes diffrent eneegy coating as my method

Almarck
2017-04-08, 12:32 AM
I do like the idea of weapons that require some specific equipment or facility to reload... But again, I don't know about making them a universal modification. Seems more like a siege weapon kind of thing.


Think of it this way, you might as well account for single shot weapons like say disposable rocket launchers.




That's a pretty cool idea. I was tinkering with the concept of recharging weapons. I probably wouldn't limit it to solar energy, though. Maybe the weapon just has to cool off after firing.

Again... I don't know about making it an universal modification, but I like the possibility of having it for more unique weapons.


It's a universal modification to weapons that have "ammo capacity". Really, it makes sense that for some weapons, especially the kind that have say "no manual reloads" they have a gimmick that they have to pull off to recharge or reload.



That's already the case of certain modifications, such as Elemental Damage... It it's a "powered munition" in the sense that it consumes charges/fuel... But no physical ammo.


I was thinking in the sense that when it came down to it, most energy weapons really just need electricity unless they're trying to do something involving chemistry, by all logic should be interchangable or draw off the same power grid or could be recharged using the same method.

Lemmy
2017-04-08, 01:57 PM
Still melee munitions looks like perfect way to fasilitate her change bullet change spesific dust used mechanic which why i used one energy conduit since using diffrent dust makes diffrent eneegy coating as my method
Well... To be fair, the best way would be using the equivalent of magic oils... I was just trying to recreate the overall feel of the weapon. A light piercing weapon that deals a multitude of different types of elemental damage gets pretty close.

That reminds me... I might have to add rules for weapons's battery charges/fuel. I don't remember how well-defined they are in Pathfinder's Technology Guide and can't recall an equivalent system in 3.5, although I'm sure it exists in some form...

Almarck
2017-04-08, 02:01 PM
Well... To be fair, the best way would be using the equivalent of magic oils... I was just trying to recreate the overall feel of the weapon. A light piercing weapon that deals a multitude of different types of elemental damage gets pretty close.

That reminds me... I might have to add rules for weapons's battery charges/fuel. I don't remember how well-defined they are in Pathfinder's Technology Guide and can't recall an equivalent system in 3.5, although I'm sure it exists in some form...


Relevant information:
http://www.d20pfsrd.com/equipment/technological-equipment/
And
http://www.d20pfsrd.com/equipment/goods-and-services/technological-gear/
Under batteries.





Power SourcesMost of the technological wonders presented here require energy to function. These items each have a capacity score, which indicates the maximum number of charges the item can store at any one time. The number of charges an item consumes when it is used varies from item to item. An item’s capacity can be filled from any power source—like a battery or a generator—as a standard action. When an item is charged, it always takes as many charges from the attached power source as it can hold, filling as close to its capacity as possible. Note that charging an item from a generator is more efficient, as any charges drained from a battery in excess of the number of charges an item can store are lost.

BatteryPrice 100 gp; Slot none; Weight 1 lb.; Capacity —; Usage —
DESCRIPTIONMost technological items are powered by electricity. While one can use the electricity provided by a generator, these are rare, expensive, and rarely portable. It’s more common and practical to charge such items with batteries. A battery looks like a small silver disk that’s etched with strange lines—the people have taken to calling batteries “silverdisks” and sometimes use them as coins. A battery contains 10 charges when full; to charge an item with a battery, one simply slips the disk-shaped device into the proper slot on the item. The battery’s charge instantly fully depletes, and the item’s internal capacitors fill with 10 charges as it does so. If the item had fewer than 10 open slots in its capacity, the excess charges the battery once held are lost. A battery can be kept within an object indefinitely, or it can be ejected from the object for the purposes of recharging it or storing it elsewhere without affecting the item’s charge. Inserting or ejecting a battery is a move action (http://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions).
Placing a battery in a generator’s charging slot can recharge it. However, each time a battery is recharged, there’s a 20% chance that the battery is destroyed in the process. A destroyed battery is worth only 10 gp. The bulk of “silverdisks” in circulation today are destroyed batteries; one can tell a functional battery from a destroyed one by the way the circuitry seems to shimmer slightly when reflecting light. The circuitry in a charged battery glows with a soft blue radiance equal to that of a candle (http://www.d20pfsrd.com/equipment/goods-and-services/technological-gear/hunting-camping-survival-gear#TOC-Candle).






It's very simple. Universal batteries and electrical system that is crosscompatible with multiple types of devices regardless of function. Energy is obtained from generators, put into batteries and it's as simple as plugging things in.

You can use the same battery for powering armor, weapons, and medical equipment.

Lemmy
2017-04-08, 02:03 PM
Think of it this way, you might as well account for single shot weapons like say disposable rocket launchers.
True... Although I'm tempted to treat "disposable" weapons as ammo...


It's a universal modification to weapons that have "ammo capacity". Really, it makes sense that for some weapons, especially the kind that have say "no manual reloads" they have a gimmick that they have to pull off to recharge or reload.But then we have longbows spawning arrows... Although... By that logic, we can already have completely nonmagical longbows shooting lightning arrows! :smallbiggrin:


I was thinking in the sense that when it came down to it, most energy weapons really just need electricity unless they're trying to do something involving chemistry, by all logic should be interchangable or draw off the same power grid or could be recharged using the same method.Well, for those weapons, the number of charges/fuel units is their ammo, since they don't usually require ordinary projectiles to work. In fact, I should probably make that clearer in the homebrew...

Almarck
2017-04-08, 02:06 PM
True... Although I'm tempted to treat "disposable" weapons as ammo...


Sure. And then 50 rocket launchers are worth the same as a sword.
Seriously, it's a useful trait to describe single piece weapons that have very limited uses.



Well, for those weapons, the number of charges/fuel units is their ammo, since they don't usually require ordinary projectiles to work. In fact, I should probably make that clearer in the homebrew...

I posted the Tech Guide sections above since you wanted them

I think what you have though works as an ammo capacity, I just mean to add say, a way to have generic electrical power converted into weapon charges so it could be compatable such as when say universal power sources are involved like Tech Guide batteries.. But eh, not my Homebrew, so I guess I can't force it

Swaoeaeieu
2017-04-08, 02:12 PM
how do flaws with a value of 0 work? there are only 2, so you cant take 3 for a 1 extra :P
also, why is reduced ammo capacity a thing? all ranged weapons start with 1 and need to pay to get more. then you get points back by reducing it again? seems redundant

Lemmy
2017-04-08, 02:41 PM
how do flaws with a value of 0 work? there are only 2, so you cant take 3 for a 1 extra :P
You can use them to get extra 0 cp modifications.


also, why is reduced ammo capacity a thing? all ranged weapons start with 1 and need to pay to get more. then you get points back by reducing it again? seems redundantAh... The feeling of Déjà vu...

I'm too lazy to type all of that again, so here goes the quote! :smallbiggrin:



Finally how many ammo a weapon have by default?
There is a flaw who needs a weapon to have more than 3 ammo in it initially for having the flaw applied but if all weapons starts at 1 then it means that you can take this flaw only if you apply the quality that have the same effect per cost.
That's a good point. Most medieval weapons have a standard ammo capacity of 1 (or 0, in the case of bows, where you load as you shoot), so having a flaw that just compensates for a modification you paid for is pretty much pointless... Unless the GM decides that the game takes place in a setting where certain weapons (such as firearms) are common and advanced enough to get 2~3 instances of Improved Ammo Capacity for free.

Keep in mind that my humble homebrew assumes the usual medieval/renaissance-ish fantasy world so typical of D&D and Pathfinder, but it can be used for different types of settings as well... As long as certain considerations are made:

We have the following paragraph in the document:

Some weapon modifications (such as Gunpowder and Crank (Automatic)) may require a higher level of technological advancement than what is present in a certain setting. As such, these modifications may have “Exotic Weapon” as an additional requirement, make the weapon far more expensive, only be known to certain people or even not exist at all.
The GM is always the final arbiter of what modifications are available and what are their effects on a weapon’s price and availability. (bolded for emphasis)

I only mention limitations there, but the reverse is also true: If a particular modification is common enough, it'd make sense for the GM to reduce its price or even give it for free to certain weapons. It all depends on what you want to be standard weapon of your setting. Notice that there's no extra cost to not make your weapons not have the Fragile property. That's because the system assumes the setting is technologically advanced enough to make non-Fragile weapons the rule and Fragile weapons the exception.

After that, I did change the "Technology & Weapon Modifications" session to clarify that some modifications can be made cheaper or even given for free, depending on setting and context. :smallsmile:

Swaoeaeieu
2017-04-08, 03:00 PM
You can use them to get extra 0 cp modifications.

Ah... The feeling of Déjà vu...

I'm too lazy to type all of that again, so here goes the quote! :smallbiggrin:

After that, I did change the "Technology & Weapon Modifications" session to clarify that some modifications can be made cheaper or even given for free, depending on setting and context. :smallsmile:

ok yea sure, thanks for the clarification.

i dont have anything specific to say, but i get the feeling ranged weapons, especially guns. have some flaws that arent too bad too use (cheap extra points y'all!) compared to melee flaws, wich almost instantly make the weapon unusable.

could just be me though.

Lemmy
2017-04-08, 03:25 PM
ok yea sure, thanks for the clarification.

i dont have anything specific to say, but i get the feeling ranged weapons, especially guns. have some flaws that arent too bad too use (cheap extra points y'all!) compared to melee flaws, wich almost instantly make the weapon unusable.

could just be me though.
That might be the case... Although that's mostly because some of the flaws could be circumvented via special ammo, so I didn't want to allow Ranged weapons to get them. Other flaws are already innate to ranged weapons, like "nonthreatening".

That said... I think I'll change the value of certain flaws, like Unreliable. Maybe Unwieldly and Wasteful as well...

I might also reduce the maximum craft point value gained from flaws, or the maximum number of flaws... I don't know.

Swaoeaeieu
2017-04-09, 03:17 AM
Suggested modification:

Spiker: A weapon with this modification has a small, built in projectile launcher wich functions as a [crank] or a [firearm] (chosen upon creation of the weapon) and used ammunition for the chosen type of ranged weapon. A spiker cannot fire at range or when the weapon is thrown. Instead, it discharges a bolt in conjunction with a succesful melee attack. If you are profficient with a spiker weapon, any time you hit a foe in melee with a loaded spiker weapon, the mechanism automatically triggers, firing its projectile into the target of your melee attack. This projectile deals piercing damage equal to the base damage of the weapon without an extra attack roll required. This extra damage is not multiplied on a critical hit.
A spiker costs a move action to reload and holds 1 piece of ammunition.
Special: A spiker counts as a ranged weapon for modification to ammo capacity and reload speed.
Requirements: Exotic melee weapon, one-handed or two-handed. Craft points: 2

Because the spikard weapons in magic of ebberon never got enough love i thought you could add it to your project. This is one way to do it, making the melee weapon do more damage, another way i thought it could work is making it restricted to double weapons of a melee and ranged combo, but that would make it way more complicated to give clear rules. This is the closest to the original i could see it working, so what do you guys think, does it hold a place in this project or does it impede on the double weapon rule too much?
:smallcool:

khadgar567
2017-04-09, 03:50 AM
Suggested modification:

Spiker: A weapon with this modification has a small, built in projectile launcher wich functions as a [crank] or a [firearm] (chosen upon creation of the weapon) and used ammunition for the chosen type of ranged weapon. A spiker cannot fire at range or when the weapon is thrown. Instead, it discharges a bolt in conjunction with a succesful melee attack. If you are profficient with a spiker weapon, any time you hit a foe in melee with a loaded spiker weapon, the mechanism automatically triggers, firing its projectile into the target of your melee attack. This projectile deals piercing damage equal to the base damage of the weapon without an extra attack roll required. This extra damage is not multiplied on a critical hit.
A spiker costs a move action to reload and holds 1 piece of ammunition.
Special: A spiker counts as a ranged weapon for modification to ammo capacity and reload speed.
Requirements: Exotic melee weapon, one-handed or two-handed. Craft points: 2

Because the spikard weapons in magic of ebberon never got enough love i thought you could add it to your project. This is one way to do it, making the melee weapon do more damage, another way i thought it could work is making it restricted to double weapons of a melee and ranged combo, but that would make it way more complicated to give clear rules. This is the closest to the original i could see it working, so what do you guys think, does it hold a place in this project or does it impede on the double weapon rule too much?
:smallcool:
that remind me the revolver gun blade thoug maybe as alternative to this version it boosts crit instead of damage so 2x to 3x on successful natural crit or just drop crit range by good amount like 5 points.

Lemmy
2017-04-09, 01:44 PM
Suggested modification:

Spiker: A weapon with this modification has a small, built in projectile launcher wich functions as a [crank] or a [firearm] (chosen upon creation of the weapon) and used ammunition for the chosen type of ranged weapon. A spiker cannot fire at range or when the weapon is thrown. Instead, it discharges a bolt in conjunction with a succesful melee attack. If you are profficient with a spiker weapon, any time you hit a foe in melee with a loaded spiker weapon, the mechanism automatically triggers, firing its projectile into the target of your melee attack. This projectile deals piercing damage equal to the base damage of the weapon without an extra attack roll required. This extra damage is not multiplied on a critical hit.
A spiker costs a move action to reload and holds 1 piece of ammunition.
Special: A spiker counts as a ranged weapon for modification to ammo capacity and reload speed.
Requirements: Exotic melee weapon, one-handed or two-handed. Craft points: 2

Because the spikard weapons in magic of ebberon never got enough love i thought you could add it to your project. This is one way to do it, making the melee weapon do more damage, another way i thought it could work is making it restricted to double weapons of a melee and ranged combo, but that would make it way more complicated to give clear rules. This is the closest to the original i could see it working, so what do you guys think, does it hold a place in this project or does it impede on the double weapon rule too much?
:smallcool:


that remind me the revolver gun blade though maybe as alternative to this version it boosts crit instead of damage so 2x to 3x on successful natural crit or just drop crit range by good amount like 5 points.

That sounds like a version of the "Booster" modification I have in the draft doc... It increases the weapons damage/efficacy at the expense of using ammo, fuel or charges.

I'm also working on a "non-combat reloading" flaw and a "cooldown" modification. :smallsmile:

Almarck
2017-04-09, 01:49 PM
You didn't reply to my last replies BTW. So I don't know if you got to them.

Lemmy
2017-04-09, 01:53 PM
Oops... Sorry, Almarck. I somehow missed this post.



True... Although I'm tempted to treat "disposable" weapons as ammo... Sure. And then 50 rocket launchers are worth the same as a sword.
Seriously, it's a useful trait to describe single piece weapons that have very limited uses.Well... The rocket launchers that can be created using the current ammo rules aren't very powerful... But I'm currently working on a "non-combat reload" flaw.


I posted the Tech Guide sections above since you wanted them

I think what you have though works as an ammo capacity, I just mean to add say, a way to have generic electrical power converted into weapon charges so it could be compatible such as when say universal power sources are involved like Tech Guide batteries.. But eh, not my Homebrew, so I guess I can't force it
I appreciate it... I just don't see the mechanical difference between saying "You have four units of ammo left. They can be shot to deal 1d6 fire damage." and "You have four charges/fuel units left. You can use them to shoot energy projectiles that cause 1d6 fire damage.".

I'm not trying to dismiss your idea... I'm just trying to see a significant mechanical difference.

Lemmy
2017-04-09, 01:54 PM
You didn't reply to my last replies BTW. So I don't know if you got to them.
Heh... You literally posted this as I was writing my reply. :smallbiggrin:

Sorry for the wait.

Swaoeaeieu
2017-04-09, 02:03 PM
That sounds like a version of the "Booster" modification I have in the draft doc... It increases the weapons damage/efficacy at the expense of using ammo, fuel or charges.

I'm also working on a "non-combat reloading" flaw and a "cooldown" modification. :smallsmile:

Booster being ammo, fuel and charges seems a bit too vague, you could split them into simmilar but clearer mods for ease of use.

cooldown would be a deficit on a weapon right? wouldnt that be a flaw then?\

But if my version looks like yours, feel free to compare and use wichever. i just love the spikard weapons and would add them to my version if i give my players this homebrew to work with :P

Lemmy
2017-04-09, 02:20 PM
Booster being ammo, fuel and charges seems a bit too vague, you could split them into simmilar but clearer mods for ease of use.Yes, The wording is pretty vague and unclear right now... That's why it's still only in the draft doc. :smallbiggrin:


cooldown would be a deficit on a weapon right? wouldnt that be a flaw then?Sort of... It's a "cooldown" because the weapons requires time to regenerate its ammo/charge/fuel/whatever... But at the same time, it's effectively regenerating ammo/charge/fuel/whatever. I'm trying to split the regeneration and cooldown aspects into different things, but the wording and point value are difficult to decide...


But if my version looks like yours, feel free to compare and use whichever. i just love the spikard weapons and would add them to my version if i give my players this homebrew to work with :PThe "Booster" modification is based on feedback and suggestions from this very thread... I'm just trying to make it more open-ended, so that it could, for example, increase a weapons range instead or damage... Or temporarily give it an additional modification... This sort of thing. :)

Swaoeaeieu
2017-04-12, 11:18 AM
Another test of the system

Jedi Lightsaber:
One handed exotic melee slashing weapon.
[1d6, 19-20 x2]
Modifications: [Concealable] (0), [Deadly] (0), [Elemental Damage-force] (2), [Endless Charge] (1), [Finesse] (1), [Retractable] (1), [Solid Energy] (1)

Well... it does the things a light saber does, but somehow it feels a little expensive to turn the damage elemental, only to then turn it back to solid for 3 whole points... maybe elemental damage should be 1?

Lemmy
2017-04-12, 03:08 PM
Another test of the system

Jedi Lightsaber:
One handed exotic melee slashing weapon.
[1d6, 19-20 x2]
Modifications: [Concealable] (0), [Deadly] (0), [Elemental Damage-force] (2), [Endless Charge] (1), [Finesse] (1), [Retractable] (1), [Solid Energy] (1)

Well... it does the things a light saber does, but somehow it feels a little expensive to turn the damage elemental, only to then turn it back to solid for 3 whole points... maybe elemental damage should be 1?
I don't know... Ignoring Damage Reduction is pretty good. I might reduce Elemental Damage's cost to 0 cp and raise solid energy's to 2 cp.

By the way is "force" considered elemental damage? Because that'd be a tad overpowered. I think I'll limit it to acid, cold, electricity, fire and sonic. Also, I'd say lightsaber damage is closer to Fire damage... And it probably doesn't have the "solid energy" modification (very few things can block a lightsaber).

I'd probably give lightsabers elemental damage (fire) (2 cp), concealable (0*), retractable (1*), improved damage die (2 cp) and endless charge (1 cp).

noob
2017-04-12, 03:44 PM
Force is not elemental damage just like city damage is not elemental damage.
Unless you want people to use a city sword and kill people with an obscure damage nobody knows.

Lemmy
2017-04-12, 04:08 PM
Force is not elemental damage just like city damage is not elemental damage.
Unless you want people to use a city sword and kill people with an obscure damage nobody knows.
Wait... What? :smallconfused:

What the hell is city damage?!

noob
2017-04-12, 04:15 PM
The damage that is inflicted by a city whacking you when it is animated by a level 9 spell.
The spell that do that is a spell in cityscape if you like city damage inflicted by animated cities coming from a manual about cities.

Lemmy
2017-04-12, 04:16 PM
The damage that is inflicted by a city whacking you when it is animated by a level 9 spell.
Well... It'd be pretty cool to have a sword made of animated cities! :smallbiggrin:

Almarck
2017-04-12, 04:17 PM
Wait... What? :smallconfused:

What the hell is city damage?!


There's some d20 stuff that involves damage between things like Starships and normal players, with a damage conversion modifier.


In any event, there's almost no such thing as a resistance to force based damage in system. Generally, force based weapons tend to be either ridiculously expensive or have lower damage to compensate because almost nothing pings off of force.... except for the Tarresque. It also effects ghosts and other incorporeals... which no other energy type does.

Sonic is the the same way except for in systems where psionics is common place so it's generally between force and normal elemental damage in terms of rarity.

Lemmy
2017-04-12, 04:34 PM
There's some d20 stuff that involves damage between things like Starships and normal players, with a damage conversion modifier.Wait... Is "starship damage" a thing? Is it considered a different type of damage?


In any event, there's almost no such thing as a resistance to force based damage in system. Generally, force based weapons tend to be either ridiculously expensive or have lower damage to compensate because almost nothing pings off of force.... except for the Tarresque. It also effects ghosts and other incorporeals... which no other energy type does.

Sonic is the the same way except for in systems where psionics is common place so it's generally between force and normal elemental damage in terms of rarity.
Yeah, which is why I'd not allow "force" to be considered "elemental damage". Sonic is a bit too good too, but at least it's associated with one of the four classical elements (air). Force, OTOH, is just... Force. Not an element. And when it comes to resisting it, I can only think of a few special cases, like the shield spell blocking magic missile.

I'd say elemental damage is restricted to acid, cold, electricity, fire and sonic... And even then, sonic is pushing it.

Still... I'm not sure I should forbid bizarre damage types... Like I said, just because something can be made using these rules, doesn't mean the GM has to allow them. At no point I say players should have access to all possibilities. I want to create options. Not restrictions or requirements.

Swaoeaeieu
2017-04-13, 03:17 AM
I don't know... Ignoring Damage Reduction is pretty good. I might reduce Elemental Damage's cost to 0 cp and raise solid energy's to 2 cp.

By the way is "force" considered elemental damage? Because that'd be a tad overpowered. I think I'll limit it to acid, cold, electricity, fire and sonic. Also, I'd say lightsaber damage is closer to Fire damage... And it probably doesn't have the "solid energy" modification (very few things can block a lightsaber).

I'd probably give lightsabers elemental damage (fire) (2 cp), concealable (0*), retractable (1*), improved damage die (2 cp) and endless charge (1 cp).

Ignoring DR is based on the creature you are fighting, not all elemental damage just bypasses all DR.
Yea i think i was going for sonic or something else similarly ''Pure energy'' because the sabers might cut through most stuff, its not like its just a handle with a flamethrower on it. I gave it solid energy because well... you can bash em into eachother and stuff. most sharp items cut through stuff, doesnt mean they arent solid. :P
But your way works as well i guess.


Force is not elemental damage just like city damage is not elemental damage.
Unless you want people to use a city sword and kill people with an obscure damage nobody knows.

Calm down, i meant something energy like, no need to bring throwing star shaped cities into this :P

noob
2017-04-13, 03:41 AM
Well I wonder how do I make a weapon which can have its projectiles stopped by people without any feat.
(You know for doing star wars like L.A.Z.E.R rifles)

Swaoeaeieu
2017-04-13, 03:44 AM
Well I wonder how do I make a weapon which can have its projectiles stopped by people without any feat.
(You know for doing star wars like L.A.Z.E.R rifles)

i do not understand the question, could you clarify?

noob
2017-04-13, 03:53 AM
I want to do a lazer rifle that can have its projectiles intercepted by people who do not have the deflect arrows feat.

Swaoeaeieu
2017-04-13, 04:05 AM
Well in 3.5/pathfinder deflecting attacks is mainly the business of AC isnt it? So maybe a ranged weapon with elemental damage that has a big penalty on attack rolls so everyones armor just deflects it?

Or make it do nonlethal damge or something. But mostly deflecting oprojectiles is up to the target, not the weapon being used to fire with.

Also also, why would you want a weapon any fool can deflect? :P

noob
2017-04-13, 04:09 AM
Because that is how it works in star wars.
And I have spotted no straight "reduce attack throw" stuff in lemmy homebrew.

Swaoeaeieu
2017-04-13, 04:20 AM
i dont think any untrained dude in starwars can jus deflect laser rifles. i think that more a jedi+lightsaber thing.

things like burst fire and the shotgun type mod inflict a slight penaltie, and you can always rule your own hit penalty.

Lemmy
2017-04-13, 06:34 AM
Ignoring DR is based on the creature you are fighting, not all elemental damage just bypasses all DR.
IIRC, DR only applies to physical damage, not energy attacks... Well, unless you're calling Energy Resistance DR, like 5e does.


Yea i think i was going for sonic or something else similarly ''Pure energy'' because the sabers might cut through most stuff, its not like its just a handle with a flamethrower on it. I gave it solid energy because well... you can bash em into each other and stuff. most sharp items cut through stuff, doesnt mean they arent solid. :P
But your way works as well i guess.Yeah, but while lightsabers block each other, they just burn through most stuff. I know it's not a torch, but D&D doesn't a very accurate mode for "superheated plasma" or whatever it is that lightsabers generate...

Swaoeaeieu
2017-04-13, 06:41 AM
IIRC, DR only applies to physical damage, not energy attacks... Well, unless you're calling Energy Resistance DR, like 5e does.

Yeah, but while lightsabers block each other, they just burn through most stuff. I know it's not a torch, but D&D doesn't a very accurate mode for "superheated plasma" or whatever it is that lightsabers generate...

oh man, i asstound myself by how little i know sometimes. you are correct about the DR.
But cutting through stuff because of being super hot (or insanely sharp) doesnt mean its intangible. You could even see it as a solid bar of super heated plasma. They way its swung and interacts with object does make it look like it comes into contact with the word, not that it just melts whatever it swings by.

But debating lightsaber physics aint why we are here right? its to test the weapon system :P
so what is up next for this project? Need more example weapons? Want help formulating new rules?

Lemmy
2017-04-13, 06:44 AM
I want to do a lazer rifle that can have its projectiles intercepted by people who do not have the deflect arrows feat.
Heh... Lazer rifle...

That typo always amuses me. Why? Because in Portuguese, "lazer means something like "recreation". So it's like you want a gun that makes its target have a fun time! :smallbiggrin:

In any case, I don't have any modification or flaw that makes the projectile that slow... I suppose I could add a flaw that simply imposes a penalty to attack rolls, but that'd be boring.

Lemmy
2017-04-13, 07:03 AM
oh man, i asstound myself by how little i know sometimes. you are correct about the DR.
But cutting through stuff because of being super hot (or insanely sharp) doesnt mean its intangible. You could even see it as a solid bar of super heated plasma. They way its swung and interacts with object does make it look like it comes into contact with the word, not that it just melts whatever it swings by.

But debating lightsaber physics aint why we are here right? its to test the weapon system :P
There's a difference between targeting touch AC and being intangible. All that targeting touch AC means is that whatever is attacking you only has to touch to affect you (or that it's so good at going through armor that it simply ignores it), not that it's intangible. Acid usually targets touch AC, but it's definitely not intangible.

(also, if it's plasma, it's not solid. But I get what you meant).


so what is up next for this project? Need more example weapons? Want help formulating new rules?That's a good question...

I'm always tinkering around with new additions... I have a few new modifications in the draft document, but while I have a good general idea of what I want them to do, I'm still working on their wording. I also have a few general ideas for new materials and ammo... But haven't fleshed out more than a couple bullet points on what each does.

I wanted to add a "Weapon Length" variant rule, and maybe a few homebrew archetypes for Fighters, Paladins and Rangers... But these things take a lot of work, so I'll just try to finish the ammo and materials chapter first, then I'll (gradually) add more chapters.

I have a lot of fun creating and updating these rules. It's kinda of a hobby within a hobby at this point. Usually, I see a cool idea somewhere and think of ways to add it to the rules. :smallbiggrin:

Lemmy
2017-04-16, 11:00 AM
Hello, everyone! Here is the draft for a few new modifications and flaws based on your feedback (and a couple that were inspired by Seerow's work. Thank you, Seerow :smallsmile:):

Arc: Attacks made with this bypass up to 2 points of cover bonus to AC.
Special: This property may be added twice, allowing a total of up to 4 points of cover bonus to be ignored.
Requirements: Ranged weapon or Throw modification. Craft Points: 2

Blaster: A weapon with this modification releases extra kinetic force at the moment of impact by blasting explosive ammo. On a successful hit, the wielder can activate this modification as a free action. This cause the attack to deal 2d6 of force damage in addition to its normal damage. This does not deplete the weapon’s normal ammo reserves (if any). Instead, the weapon gains a separate ammo reserve (capacity of 1) that is specifically and solely depleted when this modification is activated. Reloading this modification requires an standard action.
Special: When the Improved Reload Speed or Improved Ammo Capacity modification are added to a weapon with the Blaster modification, they apply to either the base weapon or to the Blaster modification. Not both.
Requirements: None. Craft Points: 2

Ricochet: If a proficient user manages to hit their target, the weapon ricochets to an adjacent target. The user immediately makes a second attack roll at the same bonus -4 for this attack. Attacks may ricochet only once.
Requirements: Ranged weapon or Throw modification. Craft Points: 3

Refilling: This weapons automatically refills its ammo and/or charges/fuel units (specified when the modification is added). The rate of recovery is determined by the weapon’s total ammo capacity and by the craft points spent in this modification.

Craft Point Cost - Ammo/Charge Recovery Rate:

1 cp - 1 per hour
2 cp - 1 every 10 minutes
3 cp - 1 per minute
4 cp - 1 per round

Special: If the weapon has an ammo capacity of 25 or higher, the regeneration increases to 5 per cycle. If the capacity is 100 or higher, it increases again to 10 per cycle.
Requirements: Weapon must use ammo and/or fuel/charges. Craft Points: 1 to 4 cp (read text)


Impractical Reload: This weapon requires a specialized facility or heavy equipment to be reload. The specifics vary from weapon to weapon, but either way, reloading a weapon with this flaw takes no less than 1 hour. This flaw’s Craft Point Value varies based on the difficulty of the reload procedure.
- If the equipment necessary for the reload procedure can be reasonably transported by a 4-person vehicle, this flaw is worth 1 cp.
- If the equipment necessary for the reload procedure requires a specialized facility and/or cannot be reasonably moved without major effort and large means of transportation, like a ship this flaw is worth 3 cp.
Special: A weapon with this flaw cannot take the Improved Reload Speed modification or the Reduced Reload Speed flaw.
Prerequisite: None. Craft Points Value: 1 or 3.

Tell me what you think because I'm not very confident in my design... :P

khadgar567
2017-04-16, 11:26 AM
is blaster can be used to build squals revolver or you gonna make different mod for it

Lemmy
2017-04-16, 12:00 PM
is blaster can be used to build squals revolver or you gonna make different mod for itI think blaster works fine... Then again, I don't remember much about Squall, since FF8 is probably my least favorite FF game. :smallbiggrin:

khadgar567
2017-04-16, 12:11 PM
I think blaster works fine... Then again, I don't remember much about Squall, since FF8 is probably my least favorite FF game. :smallbiggrin:
squalls fighting style focuses on melee focus gun blade where he fires round in to blade making it to vibrate and deal more damage. vibrating blade deals more damage.

Lemmy
2017-04-16, 12:13 PM
squalls fighting style focuses on melee focus gun blade where he fires round in to blade making it to vibrate and deal more damage. vibrating blade deals more damage.Yeah... I remember him "firing" his blade, but not the details of how it worked.

There's an upcoming "Booster" modification that enhances one aspect of the weapon for a certain time, kinda like a self-buffing weapon. So that could work.

khadgar567
2017-04-16, 12:28 PM
Yeah... I remember him "firing" his blade, but not the details of how it worked.

There's an upcoming "Booster" modification that enhances one aspect of the weapon for a certain time, kinda like a self-buffing weapon. So that could work.
I think booster and blaster in same build may be bit to powerful 3d6 damage can be multiplied by crit feels kinda to good to be true for any melee.

Lemmy
2017-04-16, 12:55 PM
I think booster and blaster in same build may be bit to powerful 3d6 damage can be multiplied by crit feels kinda to good to be true for any melee.
That's true... Although "Booster" isn't necessarily about boosting damage. The idea is that it can be used to boost the weapons range, accuracy, cadence, etc...

Maybe it could provide a bonus to attack rolls... Or temporarily give the weapon a 1 cp modification. It's a fun idea, but I don't know how to implement it yet.

There's also a cooldown flaw in the works, but I'm not sure how often the cooldown should be necessary... After a set number of attacks? After a number of rounds in action? Once ammo is depleted? A combination of those? Something else entirely? Right now, I really don't know.

Swaoeaeieu
2017-04-16, 02:34 PM
Blaster: A weapon with this modification releases extra kinetic force at the moment of impact by blasting explosive ammo. On a successful hit, the wielder can activate this modification as a free action. This cause the attack to deal 2d6 of force damage in addition to its normal damage. This does not deplete the weapon’s normal ammo reserves (if any). Instead, the weapon gains a separate ammo reserve (capacity of 1) that is specifically and solely depleted when this modification is activated. Reloading this modification requires an standard action.
Special: When the Improved Reload Speed or Improved Ammo Capacity modification are added to a weapon with the Blaster modification, they apply to either the base weapon or to the Blaster modification. Not both.
Requirements: None. Craft Points: 2

Maybe under the special header you could specify that adding blaster to a melee weapon does not make it viable for other ranged weapon upgrades. Just to make the language as safe as possible. Maybe instead of force damage you can choose damage types (slashing, piercing, bludgeoning or force) to give some flavour options.



Ricochet: If a proficient user manages to hit their target, the weapon ricochets to an adjacent target. The user immediately makes a second attack roll at the same bonus -4 for this attack. Attacks may ricochet only once.
Requirements: Ranged weapon or Throw modification. Craft Points: 3

Needs a ruling on how far away the second target needs to be. Also, this is very powerfull of ranged cahracters, but for 3 points it might even out.



Refilling: This weapons automatically refills its ammo and/or charges/fuel units (specified when the modification is added). The rate of recovery is determined by the weapon’s total ammo capacity and by the craft points spent in this modification.

Craft Point Cost - Ammo/Charge Recovery Rate:

1 cp - 1 per hour
2 cp - 1 every 10 minutes
3 cp - 1 per minute
4 cp - 1 per round

Special: If the weapon has an ammo capacity of 25 or higher, the regeneration increases to 5 per cycle. If the capacity is 100 or higher, it increases again to 10 per cycle.
Requirements: Weapon must use ammo and/or fuel/charges. Craft Points: 1 to 4 cp (read text)

generating your own ammo? that must be magic right? might need some language to specify that.



Impractical Reload: This weapon requires a specialized facility or heavy equipment to be reload. The specifics vary from weapon to weapon, but either way, reloading a weapon with this flaw takes no less than 1 hour. This flaw’s Craft Point Value varies based on the difficulty of the reload procedure.
- If the equipment necessary for the reload procedure can be reasonably transported by a 4-person vehicle, this flaw is worth 1 cp.
- If the equipment necessary for the reload procedure requires a specialized facility and/or cannot be reasonably moved without major effort and large means of transportation, like a ship this flaw is worth 3 cp.
Special: A weapon with this flaw cannot take the Improved Reload Speed modification or the Reduced Reload Speed flaw.
Prerequisite: None. Craft Points Value: 1 or 3.Tell me what you think because I'm not very confident in my design... :P

The normal slower reload flaw is one cp. making your reload an ENTIRE HOUR is also just one? seems a little unfair :P

but good addition, nice to see more coming :D

Lemmy
2017-04-16, 03:43 PM
Maybe under the special header you could specify that adding blaster to a melee weapon does not make it viable for other ranged weapon upgrades. Just to make the language as safe as possible. Maybe instead of force damage you can choose damage types (slashing, piercing, bludgeoning or force) to give some flavour options.
Hmm... That's a good idea. Although if people want to treat their melee weapons as ranged weapons with 0 range... I don't see what benefit that could have.


Needs a ruling on how far away the second target needs to be. Also, this is very powerfull of ranged cahracters, but for 3 points it might even out.
True. I'm going with 30 ft or the weapon's range, whichever is shorter.


generating your own ammo? that must be magic right? might need some language to specify that.Well... The visual I had in mind was a futuristic weapon with recharging batteries and/or cooldown periods, like in the original Mass Effect game. This project really went way beyond its original "medieval/renaissance weapons only" idea. And I'm glad it did. :smallbiggrin:


The normal slower reload flaw is one cp. making your reload an ENTIRE HOUR is also just one? seems a little unfair :P
Indeed. I'll adjust it. On another note, since such a cumbersome reloading system wouldn't make any sense for light, portable weapons... I might compensate for it with an increase in range and damage... Hmmm... That's a starting point for siege weapons right there! :smallcool:


but good addition, nice to see more coming :D
Haha... Thanks. Always glad to see other players enjoying this project. Honestly, I'm pretty much done with modifications and flaws, but sometimes I have a good idea or (more often) hear a good suggestion and decide to add it to the list.

Swaoeaeieu
2017-04-16, 04:49 PM
Hmm... That's a good idea. Although if people want to treat their melee weapons as ranged weapons with 0 range... I don't see what benefit that could have.
hitting multiple people with a melee weapon with ricochet on it. Adding specialiced ammo. Countless ranged weapon enchantments. Rapid fire, burst fire. those in combination with other stuff that allready makes melee better then ranged combat. So while giving ranged some nice toys to play with is awsome, giving those same toys to melee might cause trouble.



True. I'm going with 30 ft or the weapon's range, whichever is shorter. sounds good.



Well... The visual I had in mind was a futuristic weapon with recharging batteries and/or cooldown periods, like in the original Mass Effect game. This project really went way beyond its original "medieval/renaissance weapons only" idea. And I'm glad it did. :smallbiggrin:
in that case, its time to bust out the magitech/high tech warning :P



Indeed. I'll adjust it. On another note, since such a cumbersome reloading system wouldn't make any sense for light, portable weapons... I might compensate for it with an increase in range and damage... Hmmm... That's a starting point for siege weapons right there! :smallcool: restrict it to non light weapons at the least. How do siege weapons work in this system anyway? arent they usually just large or bigger versions of regular stuff?

AOKost
2017-04-17, 10:55 AM
Overall, this is a great resource! I would include a way to increase the DC of an item created with these rules to increase the number of Creation Points that can be applied to an item. I'd also add further feats or add the number of times you can take Extraordinary Smith that stack.

Warrior Smith is a feat that should have been officially implemented years ago! That would be AMAZING for Fighters that want to be smiths as part of their background or for story purposes!

The additional Special Materials is very nice to see. I feel there's not enough Special Materials out there. Or templates to add to items. Or classes that specialize in crafting, and especially those that specialize in mundane, non-magical bonuses. There's a few classes I've come across that are almost exclusively 2nd or 3rd party but there's virtually nothing officially that comes close to those.

I'd suggest that something like "laminated materials" as a template that combines the properties of 2 or more materials, that has an average hardness of the materials combined, and either 2 or 3 times the hardness in HP/inch of thickness, using the best material. This would allow the extremely skilled smith to make an item (with Herculean effort) to laminate 4 materials together that could bypass all alignments for example. Or overcome the damage reduction of different materials. Though, since it's an average hardness for the new material, you would not be able to have a hardness greater than 20 unless there's multiple materials that are in it that would allow the average to be 20 or greater and then it could "bypass damage reduction as adamantine" or the like.

Adding mundane bonuses to mundane items that increase the cost and difficulty of crafting and therefore requiring more ranks in Craft skills should be encouraged... not penalized.

khadgar567
2017-04-17, 11:35 AM
laminated materials are good idea and also gives more options

Lemmy
2017-04-19, 09:39 AM
Overall, this is a great resource! I would include a way to increase the DC of an item created with these rules to increase the number of Creation Points that can be applied to an item. I'd also add further feats or add the number of times you can take Extraordinary Smith that stack. Thank you! I'm glad you like it! I hope it brings at least as much fun to you as it does to me. You're certainly right about the DC for weapon crafting... I actually completely forgot about adding them... :smallredface:


Warrior Smith is a feat that should have been officially implemented years ago! That would be AMAZING for Fighters that want to be smiths as part of their background or for story purposes!Haha. Thanks. I'm particularly proud of that one. It's the first feat that came to my mind when I started working on this project, and the main reason why I wanted a feat session in the homebrew. It always irked me that the best people at crafting and upgrading weapons were Wizards, not Fighters or any other martial class... And when Paizo published their crafting "option (http://www.d20pfsrd.com/feats/general-feats/master-craftsman-final/)" for non-casters, it felt like a big middle finger to players... Spend two feats for the benefit of half of one... It doesn't even does anything by itself! :smallmad:

Ugh... That feat gives me an ulcer!


The additional Special Materials is very nice to see. I feel there's not enough Special Materials out there. Or templates to add to items. Or classes that specialize in crafting, and especially those that specialize in mundane, non-magical bonuses. There's a few classes I've come across that are almost exclusively 2nd or 3rd party but there's virtually nothing officially that comes close to those.

I'd suggest that something like "laminated materials" as a template that combines the properties of 2 or more materials, that has an average hardness of the materials combined, and either 2 or 3 times the hardness in HP/inch of thickness, using the best material. This would allow the extremely skilled smith to make an item (with Herculean effort) to laminate 4 materials together that could bypass all alignments for example. Or overcome the damage reduction of different materials. Though, since it's an average hardness for the new material, you would not be able to have a hardness greater than 20 unless there's multiple materials that are in it that would allow the average to be 20 or greater and then it could "bypass damage reduction as adamantine" or the like.

Adding mundane bonuses to mundane items that increase the cost and difficulty of crafting and therefore requiring more ranks in Craft skills should be encouraged... not penalized.

laminated materials are good idea and also gives more options
Yes, I'm definitely adding more materials in the near future... Right now, I have drafts for one that disrupts magic, one that affects incorporeal creatures, one that absorbs life-force and one that repels undead... The problem is fine-tuning their properties to make them useful, interesting and balanced.

I like the idea of mixing materials... But balancing it is also difficult. I'll certainly add it to my draft document, but first, I have to add at least a few more materials... Haha. :smallbiggrin:

Thank you for your feedback. I hope this humble project of mine can increase your role-playing fun!

AOKost
2017-04-21, 02:47 AM
Yes, I'm definitely adding more materials in the near future... Right now, I have drafts for one that disrupts magic, one that affects incorporeal creatures, one that absorbs life-force and one that repels undead... The problem is fine-tuning their properties to make them useful, interesting and balanced.

I like the idea of mixing materials... But balancing it is also difficult. I'll certainly add it to my draft document, but first, I have to add at least a few more materials... Haha.

I've greatly enjoyed using your reference materials! I love imagining all the possibilities that future and past characters could use!

A suggestion on figuring out the DCs for Lamination, maybe use the materials Hardness. For example: A character is forging Cold Iron to Adamantium. Being a Masterwork material after it's complete (before further forging into a finished product), it requires a minimum of 20 on a Craft check. Adamantiums hardness is already 20, so we use half the hardness (or all of it?) of Cold Iron (5 for half or 10) to the new DC of 25 - 30. Since Cold Iron is supposed to be very hard to work because of the low temps, I'd side on the more difficult side. There would also be the additional material cost of the Adamantium and Cold Iron for the process before a forgable billet is ready for the next smith to turn into an item. The billet should have a hadness that bypasses Adamantium, and Cold Iron, but it would really have a hardness 18 (the hardest material, -2 per material laminated)...

Thoughts?

Lemmy
2017-04-22, 08:51 PM
I've greatly enjoyed using your reference materials! I love imagining all the possibilities that future and past characters could use!
Awesome! All I want with this project is give players (including myself :smallbiggrin:) more ways to have fun!


A suggestion on figuring out the DCs for Lamination, maybe use the materials Hardness. For example: A character is forging Cold Iron to Adamantium. Being a Masterwork material after it's complete (before further forging into a finished product), it requires a minimum of 20 on a Craft check. Adamantiums hardness is already 20, so we use half the hardness (or all of it?) of Cold Iron (5 for half or 10) to the new DC of 25 - 30. Since Cold Iron is supposed to be very hard to work because of the low temps, I'd side on the more difficult side. There would also be the additional material cost of the Adamantium and Cold Iron for the process before a forgable billet is ready for the next smith to turn into an item. The billet should have a hadness that bypasses Adamantium, and Cold Iron, but it would really have a hardness 18 (the hardest material, -2 per material laminated)...

Thoughts?
Hmmm... That's a possibility. Although I don't think Hardness should be the only component of the increase in difficulty... For example... Lacus and Saceria (and Licitia and Turbatium) should be really freaking difficult to combine. A few other combinations would be just pointless (mithral and gravatus, for example).

Now that I think about it... It's actually kinda embarrassing that my homebrew made for creating new weapons has no rules for crafting weapons! :smalltongue:

noob
2017-04-23, 05:55 AM
There is already crafting rules in pathfinder and you gave the costs of the weapons so we can apply the crafting rules for creating those items.

AOKost
2017-04-24, 02:04 AM
Awesome! All I want with this project is give players (including myself :smallbiggrin:) more ways to have fun!


Hmmm... That's a possibility. Although I don't think Hardness should be the only component of the increase in difficulty... For example... Lacus and Saceria (and Licitia and Turbatium) should be really freaking difficult to combine. A few other combinations would be just pointless (mithral and gravatus, for example).

Now that I think about it... It's actually kinda embarrassing that my homebrew made for creating new weapons has no rules for crafting weapons! :smalltongue:

While I completely agree that you shouldn't allow all combinations of materials, you could still allow some of Mithrals properties to combine with Gravatus... The weight would be reduced, and the improvements it would otherwise normally apply, the object would weigh 2/3rds of what it normally would, but is easier to use... Now if you had 6 metals (and only metals unless you're making a laminated billet to make spikes to make a spiked club), the weight would average out. You'd get the best of the material benefits, with a HUGE DC and cost (for materials, and the smith able to successfully craft).

A slight way I've gotten around this is to come up with a homebrew material that's similar to something I read about in the series Wheel of Time, and that's Heartstone. I've intentionally modified it from the written version so that through a ritual that includes transmutation magic and alchemy, that allows the properties of one Special Material to be invested permanently into an equal volume of Heartstone, and the Special Material that was used in the ritual becomes inert iron or worthless dust. An unlimited number of properties can be incorporated into Heartstone, with an increasing difficulty for every Material invested. A further property is that any HP damage done to the item, if it's not destroyed, then the next round it's fully repaired, and 1/2 of the HP damage it had taken is turned into Hardness, and the item's HP is then re-totaled to be either 1.5, 2 or 3 times the item's hardness (those are the only multipliers I've found for HP multipliers of Hardness to HP, even though that's never been specifically addressed in any rules I've ever found).

Heartstone: The product of transmuting the right materials together to produce a primordial form of quazi-psi-crystal-metaloid, but has the transparency of glass, with ever so slight hairs and flecks of infused materials flowing through it giving it rich undertones while seeming to absorb light without refracting it at all, making it appear oddly somewhat dull and lackluster. The material has natural facets that make it even more effective for whatever use it is put to. The material is considered psionic crystal and metal, but is impervious to rust, and corrosion, as well as heat/warp metal and transmute earth. The transmutation process for creating heartstone is kept extremely secret by those that know how to make it. Besides being a focus for psionic abilities, it has two unheard of qualities that makes it sought after by those that know of its existence.
It has the amazing quality of taking any damage it sustains that doesn’t outright destroy the object, absorbing it, and making it stronger and more resilient. An item made of heartstone starts with a hardness of 15 and double its hardness in hit points (30). Half of any hit point damage taken (if the item isn't destroyed), is in the next round added to the items hardness permanently, and the hit points are restored to the new total of double (or triple if a material has been infused into the heartstone that has triple the HP to Hardness as some materials do) the hardness.
For example, a dagger made of heartstone would initially start with 15 hardness, and 30 hit points. If someone manages to overcome the 15 hardness or by other means deal 10 hit points of damage to it, at the beginning of the next round, the hardness increases to 20, and the items hit points are restored to the items new total of 40 hit points.
The last property of heartstone is that with the right magical techniques, it can be imbued with the properties of other materials, giving the most beneficial aspects of that materials properties to it. For example, heartstone could be infused with the properties of Mithral to overcome DR/Silver, and for it's weight to be reduced by ½. Heartstone can only be imbued with a particular materials properties once, and only keeps the best of all materials imbued. IE: If another material besides Mithral reduced an item’s weight by ½, it would still only reduce the weight by ½, not ¼. But if a material reduced a comparative item’s weight by ¾, that property would be taken over the Mithral.
Weapons made from heartstone give an inherent +2 bonus on damage, increases critical threat range by 1, and critical multiplier by 1. A true heartstone blade ignores armor bonuses of armor, as well as deflection bonuses from magical items. Against magical armor, the weapon needs to have an enhancement bonus equal to or greater than that of the armor in order to have any special effect; otherwise, it is treated as a normal weapon.
Requirements to create heartstone: Ability to cast 5th level transmutation spells, Craft: Alchemy 10 ranks. To further enhance the properties of heartstone with other materials, a Spellcraft check of the Transmutation school must be made, adding the Craft: Alchemy skill for a total. The DC of adding a property to heartstone is 20 + 2 for each property already added. For example: If a heartstone dagger has the Silver property of either Mithral or Alchemical Silver infused to it, it would take the on the ability to bypass the damage reduction of creatures that are resistant to everything but silver. Heartstone may take on any number of properties, but each property requires an equal amount of material (Adamantine) equal to the weight of the item made of heartstone. The base material becomes Iron, and all the properties are then infused into the heartstone, which takes the best properties infused into it. For example: a dagger of iron normally made of 1 pound, would become heartstone weighing 4 ounces. You would still need 1 pound of Mithral to infuse its properties into the heartstone.
The Cost of this procedure in ritual components is 2,000 gp per material to be infused, plus the material to be infused cost. For example, if you were to wanting to infuse the properties of 3 materials into the heartstone, the ritual would cost 6,000 gp + (cost of 1 lb of Mithral) + (cost of 1 lb of Crystal, Blood) + (Cost of 1 lb of Umbrite) and the DC checks may be made all at once, but at an increased DC equal to 20 + 2 per any other infusions previously successfully made + 2 for each substance trying to be infused in the current ritual.
It can initially be crafted from Primordial Clay that is transmuted in a specific way to permanently take on one form, but retains it's chaotic malleable essence within that can be further manipulated (Knowledge: Planes DC 60).

Swaoeaeieu
2017-04-24, 03:32 AM
Hmmm... That's a possibility. Although I don't think Hardness should be the only component of the increase in difficulty... For example... Lacus and Saceria (and Licitia and Turbatium) should be really freaking difficult to combine. A few other combinations would be just pointless (mithral and gravatus, for example).

If you do include rules for combining multiple materials in a weapon i suggest putting a hard limit like 2 or 3 materials. I remember somewhere in 3.5 there where special Alloy rules wich included that for the alloy to have the effect of a certain material, the combination much have at least 51% of the desired material or somesuch. Creating a billot of 10 materials makes them loose their effect.

To paraphrase the incredibles: If you make something out of ALL special materials, they aint special no more.


regarding crafting rules: i dont think you need any. the current system is perfectly compatible with the normal crafting rules.

Lemmy
2017-04-24, 08:20 AM
Hello, everyone!

I'll reply to your comments when I get a little more extra time (I'm leaving for work in a few minutes). For now, I just wanted give you guys a quick preview of the updated versions of the modifications and flaws I created based on your feedback :smallsmile::


Arc: Attacks made with this bypass up to 2 points of cover bonus to AC.
Special: This property may be added twice, allowing a total of up to 4 points of cover bonus to be ignored.
Requirements: Ranged weapon or Throw modification. Craft Points: 2

Blaster: A weapon with this modification releases extra kinetic force at the moment of impact by blasting explosive ammo. On a successful hit, the wielder can activate this modification as a free action. This cause the attack to deal 2d6 of force damage in addition to its normal damage. This does not deplete the weapon’s normal ammo reserves (if any). Instead, the weapon gains a separate ammo reserve (capacity of 1) that is specifically and solely depleted when this modification is activated. Reloading this modification requires an standard action.
Special: When the Improved Reload Speed or Improved Ammo Capacity modification are added to a weapon with the Blaster modification, they apply to either the base weapon or to the Blaster modification. Not both. No other modifications or flaws can be applied to the Blaster modification. Despite requiring ammo, having the Blaster modification does not automatically make the weapon a ranged weapon.
Requirements: None. Craft Points: 2

Ricochet: If a proficient user manages to hit their target, the weapon ricochets to an adjacent target. The user immediately makes a second attack roll at the same bonus -4 for this attack. Attacks may ricochet only once. The target of the ricochet shot must be within a distance equal to the weapon’s range increments or 30 ft, whichever is shorter.
Requirements: Ranged weapon or Throw modification. Craft Points: 3

Refilling: Particularly advanced weapons sometimes only need to cool down before being used again, or be exposed to a source of energy which they are designed to absorb (such as sunlight).
These weapons automatically refills their ammo and/or charges/fuel units (specified when the modification is added). The rate of recovery is determined by the weapon’s total ammo capacity and by the craft points spent in this modification.
Craft Point Cost/ Ammo/Charge Recovery Rate:
1 cp - 1 per hour
2 cp - 1 every 10 minutes
3 cp - 1 per minute
4 cp - 1 per round

Special: If the weapon has an ammo capacity of 25 or higher, the regeneration increases to 5 per cycle. If the capacity is 100 or higher, it increases again to 10 per cycle.
Requirements: Weapon must use ammo and/or fuel/charges. Craft Points: 1 to 4 cp (read text)


Overheating: After being used a certain number of times, this weapons requires cooling down for a certain time before being able to be used again. Every time the weapon uses 50% of its total ammo or charge/fuel capacity in a time span equal or shorter than 1 minute , it must be allowed to cool down for 1 minute.
If it keeps being used, the weapon overheats. This causes the weapon to gain the Broken condition gained from overheating and deal 1d6 fire damage to anyone holding it. Allowing an overheated weapon to cool down for 10 minutes removes the Broken condition and ends the fire damage effect.
Special: Subject to GM’s approval, when the weapon is in particularly cold environments, the cooldown period and total time span the in which the weapon must spend half its ammo before overheating decrease by half. The opposite effect happens in particularly hot environments.
Prerequisite: Must use ammo and/or charge/fuel units. Craft Points Value: 1

Impractical Reload: This weapon requires a specialized facility or heavy equipment to be reload. The specifics vary from weapon to weapon, but either way, reloading a weapon with this flaw takes no less than 1 hour. This flaw’s Craft Point Value varies based on the difficulty of the reload procedure.
- If the equipment necessary for the reload procedure can be reasonably transported by a 4-person vehicle, this flaw is worth 2 cp.
- If the equipment necessary for the reload procedure requires a specialized facility and/or cannot be reasonably moved without major effort and large means of transportation, like a ship this flaw is worth 4 cp.
Special: A weapon with this flaw cannot take Improved Reload Speed or Reduced Reload Speed flaw.
Prerequisite: None. Craft Points Value: 2 or 4.


New special materials are already in the works, but their wording isn't good enough even for a preview right now... :smalltongue:

Swaoeaeieu
2017-04-25, 08:16 AM
Hello, everyone!

I'll reply to your comments when I get a little more extra time (I'm leaving for work in a few minutes). For now, I just wanted give you guys a quick preview of the updated versions of the modifications and flaws I created based on your feedback :smallsmile::


Arc: Attacks made with this bypass up to 2 points of cover bonus to AC.
Special: This property may be added twice, allowing a total of up to 4 points of cover bonus to be ignored.
Requirements: Ranged weapon or Throw modification. Craft Points: 2

Blaster: A weapon with this modification releases extra kinetic force at the moment of impact by blasting explosive ammo. On a successful hit, the wielder can activate this modification as a free action. This cause the attack to deal 2d6 of force damage in addition to its normal damage. This does not deplete the weapon’s normal ammo reserves (if any). Instead, the weapon gains a separate ammo reserve (capacity of 1) that is specifically and solely depleted when this modification is activated. Reloading this modification requires an standard action.
Special: When the Improved Reload Speed or Improved Ammo Capacity modification are added to a weapon with the Blaster modification, they apply to either the base weapon or to the Blaster modification. Not both. No other modifications or flaws can be applied to the Blaster modification. Despite requiring ammo, having the Blaster modification does not automatically make the weapon a ranged weapon.
Requirements: None. Craft Points: 2

Ricochet: If a proficient user manages to hit their target, the weapon ricochets to an adjacent target. The user immediately makes a second attack roll at the same bonus -4 for this attack. Attacks may ricochet only once. The target of the ricochet shot must be within a distance equal to the weapon’s range increments or 30 ft, whichever is shorter.
Requirements: Ranged weapon or Throw modification. Craft Points: 3

Refilling: Particularly advanced weapons sometimes only need to cool down before being used again, or be exposed to a source of energy which they are designed to absorb (such as sunlight).
These weapons automatically refills their ammo and/or charges/fuel units (specified when the modification is added). The rate of recovery is determined by the weapon’s total ammo capacity and by the craft points spent in this modification.
Craft Point Cost/ Ammo/Charge Recovery Rate:
1 cp - 1 per hour
2 cp - 1 every 10 minutes
3 cp - 1 per minute
4 cp - 1 per round

Special: If the weapon has an ammo capacity of 25 or higher, the regeneration increases to 5 per cycle. If the capacity is 100 or higher, it increases again to 10 per cycle.
Requirements: Weapon must use ammo and/or fuel/charges. Craft Points: 1 to 4 cp (read text)


Overheating: After being used a certain number of times, this weapons requires cooling down for a certain time before being able to be used again. Every time the weapon uses 50% of its total ammo or charge/fuel capacity in a time span equal or shorter than 1 minute , it must be allowed to cool down for 1 minute.
If it keeps being used, the weapon overheats. This causes the weapon to gain the Broken condition gained from overheating and deal 1d6 fire damage to anyone holding it. Allowing an overheated weapon to cool down for 10 minutes removes the Broken condition and ends the fire damage effect.
Special: Subject to GM’s approval, when the weapon is in particularly cold environments, the cooldown period and total time span the in which the weapon must spend half its ammo before overheating decrease by half. The opposite effect happens in particularly hot environments.
Prerequisite: Must use ammo and/or charge/fuel units. Craft Points Value: 1

Impractical Reload: This weapon requires a specialized facility or heavy equipment to be reload. The specifics vary from weapon to weapon, but either way, reloading a weapon with this flaw takes no less than 1 hour. This flaw’s Craft Point Value varies based on the difficulty of the reload procedure.
- If the equipment necessary for the reload procedure can be reasonably transported by a 4-person vehicle, this flaw is worth 2 cp.
- If the equipment necessary for the reload procedure requires a specialized facility and/or cannot be reasonably moved without major effort and large means of transportation, like a ship this flaw is worth 4 cp.
Special: A weapon with this flaw cannot take Improved Reload Speed or Reduced Reload Speed flaw.
Prerequisite: None. Craft Points Value: 2 or 4.


New special materials are already in the works, but their wording isn't good enough even for a preview right now... :smalltongue:

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.

Lemmy
2017-04-25, 01:27 PM
While I completely agree that you shouldn't allow all combinations of materials, you could still allow some of Mithrals properties to combine with Gravatus... The weight would be reduced, and the improvements it would otherwise normally apply, the object would weigh 2/3rds of what it normally would, but is easier to use...
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"? :smallbiggrin:


Now if you had 6 metals (and only metals unless you're making a laminated billet to make spikes to make a spiked club), the weight would average out. You'd get the best of the material benefits, with a HUGE DC and cost (for materials, and the smith able to successfully craft).

A slight way I've gotten around this is to come up with a homebrew material that's similar to something I read about in the series Wheel of Time, and that's Heartstone. I've intentionally modified it from the written version so that through a ritual that includes transmutation magic and alchemy, that allows the properties of one Special Material to be invested permanently into an equal volume of Heartstone, and the Special Material that was used in the ritual becomes inert iron or worthless dust. An unlimited number of properties can be incorporated into Heartstone, with an increasing difficulty for every Material invested. A further property is that any HP damage done to the item, if it's not destroyed, then the next round it's fully repaired, and 1/2 of the HP damage it had taken is turned into Hardness, and the item's HP is then re-totaled to be either 1.5, 2 or 3 times the item's hardness (those are the only multipliers I've found for HP multipliers of Hardness to HP, even though that's never been specifically addressed in any rules I've ever found).

Heartstone: The product of transmuting the right materials together to produce a primordial form of quazi-psi-crystal-metaloid, but has the transparency of glass, with ever so slight hairs and flecks of infused materials flowing through it giving it rich undertones while seeming to absorb light without refracting it at all, making it appear oddly somewhat dull and lackluster. The material has natural facets that make it even more effective for whatever use it is put to. The material is considered psionic crystal and metal, but is impervious to rust, and corrosion, as well as heat/warp metal and transmute earth. The transmutation process for creating heartstone is kept extremely secret by those that know how to make it. Besides being a focus for psionic abilities, it has two unheard of qualities that makes it sought after by those that know of its existence.
It has the amazing quality of taking any damage it sustains that doesn’t outright destroy the object, absorbing it, and making it stronger and more resilient. An item made of heartstone starts with a hardness of 15 and double its hardness in hit points (30). Half of any hit point damage taken (if the item isn't destroyed), is in the next round added to the items hardness permanently, and the hit points are restored to the new total of double (or triple if a material has been infused into the heartstone that has triple the HP to Hardness as some materials do) the hardness.
For example, a dagger made of heartstone would initially start with 15 hardness, and 30 hit points. If someone manages to overcome the 15 hardness or by other means deal 10 hit points of damage to it, at the beginning of the next round, the hardness increases to 20, and the items hit points are restored to the items new total of 40 hit points.
The last property of heartstone is that with the right magical techniques, it can be imbued with the properties of other materials, giving the most beneficial aspects of that materials properties to it. For example, heartstone could be infused with the properties of Mithral to overcome DR/Silver, and for it's weight to be reduced by ½. Heartstone can only be imbued with a particular materials properties once, and only keeps the best of all materials imbued. IE: If another material besides Mithral reduced an item’s weight by ½, it would still only reduce the weight by ½, not ¼. But if a material reduced a comparative item’s weight by ¾, that property would be taken over the Mithral.
Weapons made from heartstone give an inherent +2 bonus on damage, increases critical threat range by 1, and critical multiplier by 1. A true heartstone blade ignores armor bonuses of armor, as well as deflection bonuses from magical items. Against magical armor, the weapon needs to have an enhancement bonus equal to or greater than that of the armor in order to have any special effect; otherwise, it is treated as a normal weapon.
Requirements to create heartstone: Ability to cast 5th level transmutation spells, Craft: Alchemy 10 ranks. To further enhance the properties of heartstone with other materials, a Spellcraft check of the Transmutation school must be made, adding the Craft: Alchemy skill for a total. The DC of adding a property to heartstone is 20 + 2 for each property already added. For example: If a heartstone dagger has the Silver property of either Mithral or Alchemical Silver infused to it, it would take the on the ability to bypass the damage reduction of creatures that are resistant to everything but silver. Heartstone may take on any number of properties, but each property requires an equal amount of material (Adamantine) equal to the weight of the item made of heartstone. The base material becomes Iron, and all the properties are then infused into the heartstone, which takes the best properties infused into it. For example: a dagger of iron normally made of 1 pound, would become heartstone weighing 4 ounces. You would still need 1 pound of Mithral to infuse its properties into the heartstone.
The Cost of this procedure in ritual components is 2,000 gp per material to be infused, plus the material to be infused cost. For example, if you were to wanting to infuse the properties of 3 materials into the heartstone, the ritual would cost 6,000 gp + (cost of 1 lb of Mithral) + (cost of 1 lb of Crystal, Blood) + (Cost of 1 lb of Umbrite) and the DC checks may be made all at once, but at an increased DC equal to 20 + 2 per any other infusions previously successfully made + 2 for each substance trying to be infused in the current ritual.
It can initially be crafted from Primordial Clay that is transmuted in a specific way to permanently take on one form, but retains it's chaotic malleable essence within that can be further manipulated (Knowledge: Planes DC 60).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. :smallbiggrin:

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.

Lemmy
2017-04-25, 01:40 PM
Looks good. Does blaster work on ranged weapons too? does it add a second ammo capacity?
Yes and yes. :smallsmile:


A weapon with this modification releases extra kinetic force at the moment of impact by blasting explosive ammo. On a successful hit, the wielder can activate this modification as a free action. This cause the attack to deal 2d6 of force damage in addition to its normal damage. This does not deplete the weapon’s normal ammo reserves (if any). Instead, the weapon gains a separate ammo reserve (capacity of 1) that is specifically and solely depleted when this modification is activated. Reloading this modification requires an standard action.


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.
That reminds me... I followed the suggestion of limiting the effect to at most 30 ft... But the modification already specifies it has to be an adjacent target, which is pretty limiting, now that I think about it... :smallconfused:

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. :smallsmile:

Swaoeaeieu
2017-04-27, 05:33 AM
- 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.


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.

Lemmy
2017-04-27, 07:22 AM
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.
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. :smallsmile:

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... :smallbiggrin:

And that's another great reason for me to do my best to keep things balanced.

Lemmy
2017-04-27, 08:15 AM
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 :smallredface:)... 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.


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.

Swaoeaeieu
2017-04-28, 04:37 AM
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. :smallsmile:

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... :smallbiggrin:

And that's another great reason for me to do my best to keep things balanced.

Well that is exactly what i was trying to say, glad you got my point ^^


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 :smallredface:)... 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.


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.


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

khadgar567
2017-04-28, 06:22 AM
Dc 40 is high but not impossible with regular wizard or sorcerer also it looks like martial metal for me

Lemmy
2017-04-28, 08:38 AM
Well that is exactly what i was trying to say, glad you got my point ^^
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!


i am not very familiar with spell resistance, but i imagine 40 being pretty darn high.


DC 40 is high but not impossible with regular wizard or sorcerer also it looks like martial metal for me
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.


For the weapons made from the stuff, how many ways are there to deflect magic in 3.5/pathfinder?
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...


I think a nice addition to this would be that a spellcaster hit with a weapon made from inanis either loses 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 thoughThere 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...

khadgar567
2017-04-28, 11:09 AM
@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

Lemmy
2017-04-28, 11:45 AM
@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 dueMy apologies. I don't mean to be rude... But I don't understand the sentence. Can you clarify what you mean?

Lemmy
2017-05-02, 02:21 PM
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. :smallannoyed:

*sigh* :smallsigh:

Swaoeaeieu
2017-05-02, 03:54 PM
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. :smallannoyed:

*sigh* :smallsigh:

would you like us to help you by statting some basic weapons?

Shark Uppercut
2017-05-04, 01:13 PM
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.

Lemmy
2017-05-04, 09:34 PM
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.


would you like us to help you by statting some basic weapons?
I'm always in favor of other people doing my work for me! :smallbiggrin:

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)


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 :smallsigh:)



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



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. :smallsigh:

Lemmy
2017-05-04, 09:36 PM
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.Heh... Don't feel bad!

A weapon generation system that doesn't allow you to create BIG F****ING SWORDS is no good weapon generation system! :smallbiggrin:

Westhart
2017-05-05, 06:31 AM
This is beautiful, in fact could I use it in a class? like this:
Increased 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?

Hish
2017-05-05, 07:36 PM
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.

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 automatic crossbow rock-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.

Swaoeaeieu
2017-05-06, 01:59 AM
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 automatic crossbow rock-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.

I would love to see the pages of weapons you made with this :D care to share?

Lemmy
2017-05-06, 08:29 AM
This is beautiful, in fact could I use it in a class? like this:
Increased 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?
Of course you can. I have no idea how balanced it is... But you're free to find out (and tell me the results). :smallwink:

Lemmy
2017-05-06, 08:52 AM
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 automatic crossbow rock-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.
Those are pretty cool... But not completely accurate. :smallwink:

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. :smallwink:

And as usual: Thank you for using my humble system. I hope it always succeeds in improving your RPG experience. :smallsmile:

Lemmy
2017-05-06, 09:03 AM
I would love to see the pages of weapons you made with this :D care to share?
I'd like that too. :smallsmile:

Hish
2017-05-06, 09:29 AM
Here they are. Most of them were based on video games.

In 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

Hish
2017-05-06, 10:11 AM
First off, I miscalculated this morning. They deal 29 average, not 27.



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).


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.


Granted. I misunderstood those modifications. But that only takes the Strength mod off of my club.



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.


I took this into account. Both 9d6 and 6d8+1d6 average 27 damage, then the +2 brings it up to 29 average. I decided on +12 motorblade because that's the most extra damage anyone can get pre-epic.
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.


Alright, then the ammo is gravatus. I read "Ranged weapons using gravatus projectiles" as "Ranged weapons made of gravatus"
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.


This is a very special type of club. It usually only weights one ounce.
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:smallwink:. Theoretical optimization, and all that.

khadgar567
2017-05-06, 01:21 PM
Here they are. Most of them were based on video games.

In 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

nice weapons but can you build lets say cerberus from devil may cry or (drawing blank here)azmonths omni whrech from racket and clank

kudos to you lemmy this is literally good work cuz i cant see many ridiculous weapons to non build able in this system

Westhart
2017-05-06, 05:00 PM
Of course you can. I have no idea how balanced it is... But you're free to find out (and tell me the results). :smallwink:

Alright hehe :smallsmile:

Lemmy
2017-05-06, 05:51 PM
<explanation of weapon design>
Cool. That means everything is working! :smallcool:


This is a very special type of club. It usually only weights one ounce.
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:smallwink:. Theoretical optimization, and all that.
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. :smallsmile:

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... :smallconfused:
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. :smallsigh:

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. :smallsmile:

Lemmy
2017-05-06, 05:56 PM
nice weapons but can you build lets say cerberus from devil may cry or (drawing blank here)azmonths omni whrech from racket and clank
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.


kudos to you lemmy this is literally good work cuz i cant see many ridiculous weapons to non build able in this system
Thanks! If you do find one, tell me. Then I can add new modifications to make them a possibility! :smallbiggrin:

Swaoeaeieu
2017-05-07, 06:25 AM
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. :smallsmile:

i've said it before Lemmy and i will say it again. You fascination with page lay out is pretty silly with a growing works like this XD

Lemmy
2017-05-07, 09:47 AM
i've said it before Lemmy and i will say it again. You fascination with page lay out is pretty silly with a growing works like this XD

THE COMPULSION IS TOO STRONG!!! I CAN'T FIGHT IT!!!

(also, I sometimes print it for friends and other gaming groups) :smallbiggrin:.

noob
2017-05-07, 03:55 PM
Can I take the blunt flaw who make the weapon do non lethal damage only then sabotage it(there is a wotc manual saying rules for changing a weapon for making it deal lethal damage instead of non lethal damage by doing a disable device check) for making it deal lethal damage?
(Yes it is 100% silly)

Lemmy
2017-05-07, 07:48 PM
Can I take the blunt flaw who make the weapon do non lethal damage only then sabotage it(there is a wotc manual saying rules for changing a weapon for making it deal lethal damage instead of non lethal damage by doing a disable device check) for making it deal lethal damage?
(Yes it is 100% silly)I surely wouldn't allow it. It goes against the whole point of the flaw... But if your GM lets you do it, more power to you. :smallsmile:

Swaoeaeieu
2017-05-08, 04:22 AM
Can I take the blunt flaw who make the weapon do non lethal damage only then sabotage it(there is a wotc manual saying rules for changing a weapon for making it deal lethal damage instead of non lethal damage by doing a disable device check) for making it deal lethal damage?
(Yes it is 100% silly)

I would agree that this falls in the Bug, not feature, category as Lemmy said.

Then again, in world with people crazy enough to go to those lengths for a slightly better weapon... Why not? :smallbiggrin:

Lemmy
2017-05-14, 06:35 PM
We are back!

Oh, boy! Do I have news for you guys?

- Chop weapons! In case you really, really want your axes to be Slashing damage only and have [20] / x3 critical.
- Changes of prerequisites to Improved Critical Multiplier and Improved Critical Threat Range! Now they can added to weapons with any kind of damage!
- Slings! Does anyone care? I don't know... But now they are there!
- New Flaws! Impractical Reload was finally added to the document. A new flaw is coming very soon.

And of course... Previews!

Because it's always fun to get a quick sneak peek. :smallbiggrin:

As a move action, the wielder of an adaptive weapon can activate a different aspect of the weapon, giving it an additional modification in exchange for gaining an weapon flaw of equal or greater cp value. The modification and flaw are both selected at the time of the weapon’s creation, and cannot be changed without completely reshaping it. The weapon must fulfill all the requirements for both the adaptation and flaw, including modification category limitations.
Requirements: None. Craft Points: 0* + Modification cost (maximum total of +2).

- Weapon Weight Rules!
This one is for you, HisHighestMinion! You and your 2-handed gravatus club that somehow only weighs 1 ounce (I mean... Technically, it can't weigh one ounce, because ounce is a measure of mass, not force, but thats just the engineer in me being pedantic :smallbiggrin:).

http://i1055.photobucket.com/albums/s509/JoranRlz/Weapon%20Weight_zpssg0ersyz.png~original

I hope you guys enjoy all of the new stuff. And thank you all again for your continued interest in my humble project.

Swaoeaeieu
2017-05-15, 03:00 AM
We are back!
YAY!


Oh, boy! Do I have news for you guys?

- Chop weapons! In case you really, really want your axes to be Slashing damage only and have [20] / x3 critical.
- Changes of prerequisites to Improved Critical Multiplier and Improved Critical Threat Range! Now they can added to weapons with any kind of damage!
after reading the Chop mod i like it, seemed a little vague at first.
yay! more crits for all!


- Slings! Does anyone care? I don't know... But now they are there!
Probably not, but we need it for completions sake. Players usually carry a sling around for backup, now they can have custom slings! rejoice




As a move action, the wielder of an adaptive weapon can activate a different aspect of the weapon, giving it an additional modification in exchange for gaining an weapon flaw of equal or greater cp value. The modification and flaw are both selected at the time of the weapon’s creation, and cannot be changed without completely reshaping it. The weapon must fulfill all the requirements for both the adaptation and flaw, including modification category limitations.
Requirements: None. Craft Points: 0* + Modification cost (maximum total of +2).
Questions: So this is a way to have a modification, but not being able to use it at all times? why not have this adaptive mode all the time?
wait no, i see it now, some flaw thats a big drawback but activates some extra damage. this way adaptive works as a damageboost with a distinct drawback in cases of ''need more power, worth the risk'' situations.
Zero cost is nice. basically lets you make a weapon that can 'power up'


- Weapon Weight Rules!
This one is for you, HisHighestMinion! You and your 2-handed gravatus club that somehow only weighs 1 ounce (I mean... Technically, it can't weigh one ounce, because ounce is a measure of mass, not force, but thats just the engineer in me being pedantic :smallbiggrin:).

http://i1055.photobucket.com/albums/s509/JoranRlz/Weapon%20Weight_zpssg0ersyz.png~original

I hope you guys enjoy all of the new stuff. And thank you all again for your continued interest in my humble project.
Just like the weight of weapons in normal 3.5/pathfinder, this will not see a lot of use, untill people like HisHighestMinion come up with stuff. Good to have just in case

keep up the good work Lemmy! I talked to some players about using the system and they cant wait to try it out.

Lemmy
2017-05-15, 08:07 AM
Probably not, but we need it for completions sake. Players usually carry a sling around for backup, now they can have custom slings! rejoice
And now Druids can finally have a custom ranged weapon too! :smallbiggrin:


Questions: So this is a way to have a modification, but not being able to use it at all times? why not have this adaptive mode all the time?
wait no, i see it now, some flaw thats a big drawback but activates some extra damage. this way adaptive works as a damageboost with a distinct drawback in cases of ''need more power, worth the risk'' situations.
Zero cost is nice. basically lets you make a weapon that can 'power up'I'm not sure of the Adaptive's cp cost... In its current form, this modification is ripe for abuse. Player could very well pick a nice modification and trade it for a flaw that doesn't matter much when that modification is up... As such, I'm considering the possibility increasing its price to 1 + mod cost (maximum +3), but I haven't decided on that... What I have decided on, though, is to create a short list of possible modifications/flaws that can be used. This way people won't grab Extra Range for Reduced Reload Speed and then switch back when it's time to reload.


Just like the weight of weapons in normal 3.5/pathfinder, this will not see a lot of use, untill people like HisHighestMinion come up with stuff. Good to have just in caseI mean... It can't possibly see less use than the Pricing Your Weapon section. :smallbiggrin:


keep up the good work Lemmy! I talked to some players about using the system and they cant wait to try it out.
Awesome! Let me know how it goes!

Lavander
2017-05-15, 02:51 PM
First off, I'd like to thank Lemmy for this AMAZING tool that I'm going to use in every one of my campaigns from now on. I stumbled across this randomly and took a look. Amazed at the variety of modifications I decided I should try to create the weapon that I thought would be most difficult to make in D&D. My mind went immediately to the Gunlance from Monster Hunter and this is what I came up with.

Gunlance
1 hand + shield
1d6 Piercing damage | Crit: 20 X3
Exotic: 6 points
3 Points | Blaster: A weapon with this modification releases extra kinetic force at the moment of impact by blasting explosive ammo. On a successful hit, the wielder can activate this modification as a free action. This cause the attack to deal 2d6 of force damage in addition to its normal damage. This does not deplete the weapon’s normal ammo reserves (if any). Instead, the weapon gains a separate ammo reserve (capacity of 1) that is specifically and solely depleted when this modification is activated. Reloading this modification requires an standard action.
Note: Despite using ammo, this modification does not make a melee weapon a ranged one.
2 Points (Blaster) | Elemental Damage [Edge]: All damage caused by a weapon with this modification is considered fire. Attacks made using this modification target touch AC, but don’t add the wielder’s Strength modifier to damage rolls. For weapons with this modification to function, they must be recharged in some way, such as by adding more fuel or changing its battery.
2 Points (Blaster) | Improved Ammo Capacity: Ammo from 1 to 6
1 Point (Blaster) | Improved Reload: Reload from standard to move
-2 Points | Nonthreatening [Handle]: This weapon is too short, heavy or unwieldy to move quickly enough to strike fast targets or punish quick openings. It cannot be used to make attacks of opportunity.

I was impressed to say the least so I thought, if I can make this, can I make the rest? I'm happy to say that Lemmy's custom weapon generation system does not disappoint and as of now I have created the weapons below, with more in the work. Once I have finished this, I plan to run a MH campaign. Any suggestions for edits will be appreciated.

Great Sword
2 hand
2d6 Slashing + 2d8 Bludgeoning damage | 19-20/x2
Exotic: 6 points
1 Point | Blocking: When you use this weapon to fight defensively, you gain a +1 shield bonus to AC
0 Points | Stashing: This weapon has a secret compartment hidden in its handle or sheath. The compartment can hold up to three very small items, such as a keys, rings, small pieces of paper, etc. Detecting the compartment requires close inspection of the weapon and a successful Perception check (DC 30). Retrieving an item stashed within the hidden compartment requires a move action (or a swift action with the Quick Draw feat).
1 Point | Additional Damage Type: Attacks made by a weapon with this modification deal additional bludgeoning damage (1d12) with every hit.
2 Points (Slashing) | Improved Damage Die: Slashing damage increased from 2d4 to 2d6
2 Points (Bludgeoning) | Improved Damage Die: Bludgeoning damage increased from 1d12 to 2d8

Long Sword
2 hand
2d4 slashing damage | 19-20/x2
Exotic: 6 points
2 Points | Elemental Damage [Edge]: All damage caused by a weapon with this modification is considered force damage. Attacks made using this modification target touch AC, but don’t add the wielder’s Strength modifier to damage rolls. For weapons with this modification to function, they must be recharged by hitting an enemy. Each hit gives half a charge, max of 4 charges stored. Charges disappear after a minute.
2 Points | Energy Conduit: In addition to its normal damage, this weapon deals +1d6 force damage. The weapon itself is not made of the energy, simply enveloped by it, and uses the same charge as the Elemental Damage mod.
2 Points | Barbed: A weapon with this modification has a particularly vicious edge. Whenever the wielder confirms a critical hit or damages the same creature twice in the same turn with a barbed weapon, the target starts bleeding, therefore suffering 1d4 bleed damage at the start of their every turn. This bleeding can be stopped by a successful Heal check (DC 20) or by any effect that heals hp damage.

Sword and shield.
1 hand plus shield
1d6 slashing damage | 19-20/x2
Exotic: 6 points.
0 Points | Concealable: This weapon is easily concealed, granting a +4 bonus on Sleight of Hand checks to conceal it.
1 Point | Retractable: This weapon has an in-built sheath. When it’s retracted, you’re not considered to be wielding the weapon and cannot attack with it, but its attacking end vanishes from sight. The object serving as weapon’s sheath (the shield) doesn’t disappear, but looks like a harmless object. It’s impossible to anyone unfamiliar with the weapon to detect it without close examination. Retracting and bringing out a weapon only requires a free action, but is otherwise considered “drawing a weapon” for all effects and purposes.
0 Points | Stashing: This weapon has a secret compartment hidden in its handle or sheath. The compartment can hold up to three very small items, such as a keys, rings, small pieces of paper, etc. Detecting the compartment requires close inspection of the weapon and a successful Perception check (DC 30). Retrieving an item stashed within the hidden compartment requires a move action (or a swift action with the Quick Draw feat).
1(0) Point | Alternate Damage Type: This weapon can strike with a different part of its blade, dealing a piercing damage. Unlike a Double weapon, there is only one weapon end, it can simply be used in two different ways, so all enhancements and modifications that affect the weapon apply to both types of attack, unless it requires an specific type of damage to work (e.g.: A weapon that can alternate between Bludgeoning and Slashing damage would only benefit from a Improved Critical Threat modification or Vorpal enhancement when attacking with its slashing end). Unlike a weapon with the Additional Damage Type modification, the weapon can only deal one type of damage per attack and the chosen alternate type of damage is disconsidered for the purpose of deciding what modifications may be added to the weapon.
1 Point (Piercing) | Syringe: This weapon has a small hollow compartment inside its blade. When you hit a target with it, you can use a free action to inject the liquid content (typically poison) into your target. Reloading the compartment requires a full round action that provokes attack of opportunity.
1(0) Point | Thrown Weapon: A weapon with this modification can be used as a thrown weapon with a range of 10 ft.
1(0) Point | Spinning: This weapon is built in such way that if thrown, it’ll spin and return to its thrower, unless its path is blocked. If you make an attack with a weapon with this property and miss, it returns to the square from where it was thrown. Catching the weapon is a move action (or a swift action if you have the Quick Draw feat), failing to do so means it falls harmlessly on the ground.
1 Point (Thrown) | Improved range from 10 to 20 ft.

Duel Blades
1 hand x2
1d12 slashing damage | 20/x2
Exotic: 6 points
1 Point | Twin: Twin weapons are meant to be used in tandem with their pairs. A twin weapon has one (or more) weapon(s) specifically designed to work in conjunction with it, both complementing each other. As a result, all feats and abilities that apply to one of them (such as Weapon Focus), applies to the other(s) as well, if applicable. (e.g.: a feat that requires making ranged attacks would have no effect on a melee weapon, even if its twin is a ranged weapon), as long as they are wielded simultaneously by the same creature.
2 Points | Energy Conduit: In addition to its normal damage, this weapon deals +1d6 sonic damage. The weapon itself is not made of the energy, simply enveloped by it, but must also be recharged by hitting a target. One hit = one charge. Charges disappear after a minute. Maximum of two charges stored.
-3 Points | Reduced Critical Threat Range: Reduces crit range from 19-20 to 20
2x3 Points | Improved Damage Die: Damage die increased from 1d6 to 1d8 to 1d10 to 1d12

Hammer
2 hand
6d6 Bludgeoning damage | 20/x2
Exotic: 6 Points
-2 Points | Blunt: [Edge] This weapon has no sharpness. It’s only capable of dealing bludgeoning, nonlethal damage.
2x4 Points | Improved Damage Die: increases damage die from 2d6 to 2d8 to 2d10 to 2d12 to 6d6

Lemmy
2017-05-15, 10:36 PM
First off, I'd like to thank Lemmy for this AMAZING tool that I'm going to use in every one of my campaigns from now on. I stumbled across this randomly and took a look. Amazed at the variety of modifications I decided I should try to create the weapon that I thought would be most difficult to make in D&D. My mind went immediately to the Gunlance from Monster Hunter and this is what I came up with.
Why... Stop! You'll make me blush! :smallredface:

Seriously, though. I'm glad you like it. I hope even more people can have fun with this system. :smallsmile:

Out of curiosity... How did you find my little project? Just checking the Homebrew forums?


Gunlance
1 hand + shield
1d6 Piercing damage | Crit: 20 X3
Exotic: 6 points
3 Points | Blaster: A weapon with this modification releases extra kinetic force at the moment of impact by blasting explosive ammo. On a successful hit, the wielder can activate this modification as a free action. This cause the attack to deal 2d6 of force damage in addition to its normal damage. This does not deplete the weapon’s normal ammo reserves (if any). Instead, the weapon gains a separate ammo reserve (capacity of 1) that is specifically and solely depleted when this modification is activated. Reloading this modification requires an standard action.
Note: Despite using ammo, this modification does not make a melee weapon a ranged one.
2 Points (Blaster) | Elemental Damage [Edge]: All damage caused by a weapon with this modification is considered fire. Attacks made using this modification target touch AC, but don’t add the wielder’s Strength modifier to damage rolls. For weapons with this modification to function, they must be recharged in some way, such as by adding more fuel or changing its battery.
2 Points (Blaster) | Improved Ammo Capacity: Ammo from 1 to 6
1 Point (Blaster) | Improved Reload: Reload from standard to move
-2 Points | Nonthreatening [Handle]: This weapon is too short, heavy or unwieldy to move quickly enough to strike fast targets or punish quick openings. It cannot be used to make attacks of opportunity.

I was impressed to say the least so I thought, if I can make this, can I make the rest? I'm happy to say that Lemmy's custom weapon generation system does not disappoint and as of now I have created the weapons below, with more in the work. Once I have finished this, I plan to run a MH campaign. Any suggestions for edits will be appreciated.
Everything seems fine with this weapon (I'm rather tired right now, though, so don't trust me completely :smallbiggrin:). Do share how your MH campaign goes! It's always fun to hear the absurd weapon ideas players come up with!

Your other weapons are all really cool. I love the creativity and effort put into them. I seriously enjoy seeing what everyone here can create using this system!

Still, I wouldn't be an annoying bastard if I didn't point out the mistakes. Be assured that I do not intend to insult or mock you in anyway. You're new to the system, and as such you made a few mistakes. Everyone does. Hell! I often double (or triple) check the weapons I create simply because I too forget some details of the project! :smallbiggrin:


Great Sword
2 hand
2d6 Slashing + 2d8 Bludgeoning damage | 19-20/x2
Exotic: 6 points
1 Point | Blocking: When you use this weapon to fight defensively, you gain a +1 shield bonus to AC
0 Points | Stashing: This weapon has a secret compartment hidden in its handle or sheath. The compartment can hold up to three very small items, such as a keys, rings, small pieces of paper, etc. Detecting the compartment requires close inspection of the weapon and a successful Perception check (DC 30). Retrieving an item stashed within the hidden compartment requires a move action (or a swift action with the Quick Draw feat).
1 Point | Additional Damage Type: Attacks made by a weapon with this modification deal additional bludgeoning damage (1d12) with every hit.
2 Points (Slashing) | Improved Damage Die: Slashing damage increased from 2d4 to 2d6
2 Points (Bludgeoning) | Improved Damage Die: Bludgeoning damage increased from 1d12 to 2d8
Ah... There's a mistake here: Additional Damage Die doesn't give you the damage of an equivalent template... It simply makes your attacks deal two types of damage at the same time (in this case, bludgeoning and slashing). The good news is that that means you don't have to buy Improved Damage Die separately for each of them.


Long Sword
2 hand
2d4 slashing damage | 19-20/x2
Exotic: 6 points
2 Points | Elemental Damage [Edge]: All damage caused by a weapon with this modification is considered force damage. Attacks made using this modification target touch AC, but don’t add the wielder’s Strength modifier to damage rolls. For weapons with this modification to function, they must be recharged by hitting an enemy. Each hit gives half a charge, max of 4 charges stored. Charges disappear after a minute.
2 Points | Energy Conduit: In addition to its normal damage, this weapon deals +1d6 force damage. The weapon itself is not made of the energy, simply enveloped by it, and uses the same charge as the Elemental Damage mod.
2 Points | Barbed: A weapon with this modification has a particularly vicious edge. Whenever the wielder confirms a critical hit or damages the same creature twice in the same turn with a barbed weapon, the target starts bleeding, therefore suffering 1d4 bleed damage at the start of their every turn. This bleeding can be stopped by a successful Heal check (DC 20) or by any effect that heals hp damage.
While not technically against the rule, I'd be hesitant to allow weapons to deal Force damage... Oh! And weapons with the Elemental Damage modification no longer deal its physical damage type, so this weapon would deal Force damage, but not slashing damage (although it'd still keep the base template attributes).


Sword and shield.
1 hand plus shield
1d6 slashing damage | 19-20/x2
Exotic: 6 points.
0 Points | Concealable: This weapon is easily concealed, granting a +4 bonus on Sleight of Hand checks to conceal it.
1 Point | Retractable: This weapon has an in-built sheath. When it’s retracted, you’re not considered to be wielding the weapon and cannot attack with it, but its attacking end vanishes from sight. The object serving as weapon’s sheath (the shield) doesn’t disappear, but looks like a harmless object. It’s impossible to anyone unfamiliar with the weapon to detect it without close examination. Retracting and bringing out a weapon only requires a free action, but is otherwise considered “drawing a weapon” for all effects and purposes.
0 Points | Stashing: This weapon has a secret compartment hidden in its handle or sheath. The compartment can hold up to three very small items, such as a keys, rings, small pieces of paper, etc. Detecting the compartment requires close inspection of the weapon and a successful Perception check (DC 30). Retrieving an item stashed within the hidden compartment requires a move action (or a swift action with the Quick Draw feat).
1(0) Point | Alternate Damage Type: This weapon can strike with a different part of its blade, dealing a piercing damage. Unlike a Double weapon, there is only one weapon end, it can simply be used in two different ways, so all enhancements and modifications that affect the weapon apply to both types of attack, unless it requires an specific type of damage to work (e.g.: A weapon that can alternate between Bludgeoning and Slashing damage would only benefit from a Improved Critical Threat modification or Vorpal enhancement when attacking with its slashing end). Unlike a weapon with the Additional Damage Type modification, the weapon can only deal one type of damage per attack and the chosen alternate type of damage is disconsidered for the purpose of deciding what modifications may be added to the weapon.
1 Point (Piercing) | Syringe: This weapon has a small hollow compartment inside its blade. When you hit a target with it, you can use a free action to inject the liquid content (typically poison) into your target. Reloading the compartment requires a full round action that provokes attack of opportunity.
1(0) Point | Thrown Weapon: A weapon with this modification can be used as a thrown weapon with a range of 10 ft.
1(0) Point | Spinning: This weapon is built in such way that if thrown, it’ll spin and return to its thrower, unless its path is blocked. If you make an attack with a weapon with this property and miss, it returns to the square from where it was thrown. Catching the weapon is a move action (or a swift action if you have the Quick Draw feat), failing to do so means it falls harmlessly on the ground.
1 Point (Thrown) | Improved range from 10 to 20 ft.
The only problem here is that the Alternate Damage modification doesn't allow the weapon to qualify for modifications that require that type of damage... Which, now that I think about it, no longer makes sense (it was used to prevent martial weapons with 19-20/x3 crit, but that's no longer an issue).


Duel Blades
1 hand x2
1d12 slashing damage | 20/x2
Exotic: 6 points
1 Point | Twin: Twin weapons are meant to be used in tandem with their pairs. A twin weapon has one (or more) weapon(s) specifically designed to work in conjunction with it, both complementing each other. As a result, all feats and abilities that apply to one of them (such as Weapon Focus), applies to the other(s) as well, if applicable. (e.g.: a feat that requires making ranged attacks would have no effect on a melee weapon, even if its twin is a ranged weapon), as long as they are wielded simultaneously by the same creature.
2 Points | Energy Conduit: In addition to its normal damage, this weapon deals +1d6 sonic damage. The weapon itself is not made of the energy, simply enveloped by it, but must also be recharged by hitting a target. One hit = one charge. Charges disappear after a minute. Maximum of two charges stored.
-3 Points | Reduced Critical Threat Range: Reduces crit range from 19-20 to 20
2x3 Points | Improved Damage Die: Damage die increased from 1d6 to 1d8 to 1d10 to 1d12
Keep in mind that Flaws do NOT add craft points to the weapons total craft point limit. Instead, they simply give the weapon a modification (or combination of modificaitons) of equal or lesser value. It's a subtle, but very important difference! That means it's not possible, for example... To take a 1 cp flaw in order to give a Simple weapon (which's usually limited to 2 cp) a 3 cp modification. That means you can't use the 3 cp left after the addition of [Twin] and [Energy Conduit] to buy Improved Damage Die three times. You'd only be able to buy it twice... Once using the 3 cp you have left in the weapons original cp total, and a second time using the flaw. Basically, 3+3 does not equal 6... It equals two separate and independent 3s that cannot be combined with each other.

There's a little other mistake, which I'll point out after the next spoiler, just for the drama! :smallbiggrin:


Hammer
2 hand
6d6 Bludgeoning damage | 20/x2
Exotic: 6 Points
-2 Points | Blunt: [Edge] This weapon has no sharpness. It’s only capable of dealing bludgeoning, nonlethal damage.
2x4 Points | Improved Damage Die: increases damage die from 2d6 to 2d8 to 2d10 to 2d12 to 6d6
Here you missed something that is indeed very easy to miss.:


(...) Additionally, modifications that can be taken multiple times (such as Improved Damage) paid with the extra craft points from flaws do not stack with the same modifications gained from the weapon’s base craft points. (...)
That rule was added specifically to avoid this kind of modification stacking. It's also the reason why the Chop modification was rewritten to specify that the weapon gains the Increased Damage Die modification, rather than it simply including an untyped increase.

Still, I'm happy and grateful for your interest. I sincerely hope this little homebrew continues to improve your role-playing experience. :smallsmile:

khadgar567
2017-05-16, 07:32 AM
here is flaw idea special training user needs to have special training to use3 weapon correctly cost 3

Lemmy
2017-05-16, 08:07 AM
here is flaw idea special training user needs to have special training to use weapon correctly cost 3
Well... That's already represented by weapon proficiency, though (particularly true of exotic weapons).

khadgar567
2017-05-16, 08:16 AM
Well... That's already represented by weapon proficiency, though (particularly true of exotic weapons).
I know but is there a way to express discipline weapons in system like my kelunai races dancing braces my problem is every one can use braces with some profecieny but kelunai cant get special benifits from it in the systhem so may be a racial flaw maybe

Lemmy
2017-05-16, 08:33 AM
I know but is there a way to express discipline weapons in system like my kelunai races dancing braces my problem is every one can use braces with some profecieny but kelunai cant get special benifits from it in the systhem so may be a racial flaw maybe
Make it an exotic weapon, call it "Kelunai Dancing Bracers" and add a racial trait saying that Kelunai are proficient with all weapons with the word "kelunai" in the name, just iike elves are proficient with all weapons with the word "elven" in the name.

I do have plans for expansive weapon proficiency (where you get extra benefits from weapons depending on your level of proficiency), but that's still a while away...

khadgar567
2017-05-16, 09:16 AM
Make it an exotic weapon, call it "Kelunai Dancing Bracers" and add a racial trait saying that Kelunai are proficient with all weapons with the word "kelunai" in the name, just iike elves are proficient with all weapons with the word "elven" in the name.

I do have plans for expansive weapon proficiency (where you get extra benefits from weapons depending on your level of proficiency), but that's still a while away...
All ready did the first part so i need to wait for expensive profeciency addon

Lavander
2017-05-16, 03:38 PM
Why... Stop! You'll make me blush! :smallredface:

Just speaking the truth.


Out of curiosity... How did you find my little project? Just checking the Homebrew forums?

Yeah. I was just randomly scrolling the forums while bored and found it.


Everything seems fine with this weapon (I'm rather tired right now, though, so don't trust me completely :smallbiggrin:). Do share how your MH campaign goes! It's always fun to hear the absurd weapon ideas players come up with!

I'll let you know when I get to run it. I also saw a thing in the document about you making a custom armor system. That'd be cool and very useful for the campaign.


Ah... There's a mistake here: Additional Damage Die doesn't give you the damage of an equivalent template... It simply makes your attacks deal two types of damage at the same time (in this case, bludgeoning and slashing). The good news is that that means you don't have to buy Improved Damage Die separately for each of them.

Alright then. I think I fixed it.
Great Sword
2 hand
2d10 Slashing and Bludgeoning damage | 19-20/x2
Exotic: 6 points
1 Point | Blocking: When you use this weapon to fight defensively, you gain a +1 shield bonus to AC
0 Points | Stashing: This weapon has a secret compartment hidden in its handle or sheath. The compartment can hold up to three very small items, such as a keys, rings, small pieces of paper, etc. Detecting the compartment requires close inspection of the weapon and a successful Perception check (DC 30). Retrieving an item stashed within the hidden compartment requires a move action (or a swift action with the Quick Draw feat).
1 Point | Additional Damage Type: Attacks made by a weapon with this modification deal additional bludgeoning damage (1d12) with every hit.
2x2 Points | Improved Damage Die: Bludgeoning damage increased from 1d12 to 2d8 to 2d10



While not technically against the rule, I'd be hesitant to allow weapons to deal Force damage... Oh! And weapons with the Elemental Damage modification no longer deal its physical damage type, so this weapon would deal Force damage, but not slashing damage (although it'd still keep the base template attributes).

The force damage is to help the weapon stay true to the game. As for the slashing, since the energy charges by hitting things then you need some way to hit things without it being charged, so I left it in.


The only problem here is that the Alternate Damage modification doesn't allow the weapon to qualify for modifications that require that type of damage... Which, now that I think about it, no longer makes sense (it was used to prevent martial weapons with 19-20/x3 crit, but that's no longer an issue).

Alright you pedant. Better?
Sword and shield.
1 hand plus shield
1d6 Piercing damage | 20/x3
Exotic: 6 points.
0 Points | Concealable: This weapon is easily concealed, granting a +4 bonus on Sleight of Hand checks to conceal it.
1 Point | Retractable: This weapon has an in-built sheath. When it’s retracted, you’re not considered to be wielding the weapon and cannot attack with it, but its attacking end vanishes from sight. The object serving as weapon’s sheath (the shield) doesn’t disappear, but looks like a harmless object. It’s impossible to anyone unfamiliar with the weapon to detect it without close examination. Retracting and bringing out a weapon only requires a free action, but is otherwise considered “drawing a weapon” for all effects and purposes.
0 Points | Stashing: This weapon has a secret compartment hidden in its handle or sheath. The compartment can hold up to three very small items, such as a keys, rings, small pieces of paper, etc. Detecting the compartment requires close inspection of the weapon and a successful Perception check (DC 30). Retrieving an item stashed within the hidden compartment requires a move action (or a swift action with the Quick Draw feat).
1(0) Point | Alternate Damage Type: This weapon can strike with a different part of its blade, dealing slashing damage. Unlike a Double weapon, there is only one weapon end, it can simply be used in two different ways, so all enhancements and modifications that affect the weapon apply to both types of attack, unless it requires an specific type of damage to work (e.g.: A weapon that can alternate between Bludgeoning and Slashing damage would only benefit from a Improved Critical Threat modification or Vorpal enhancement when attacking with its slashing end). Unlike a weapon with the Additional Damage Type modification, the weapon can only deal one type of damage per attack and the chosen alternate type of damage is disconsidered for the purpose of deciding what modifications may be added to the weapon.
1 Point (Piercing) | Syringe: This weapon has a small hollow compartment inside its blade. When you hit a target with it, you can use a free action to inject the liquid content (typically poison) into your target. Reloading the compartment requires a full round action that provokes attack of opportunity.
1(0) Point | Thrown Weapon: A weapon with this modification can be used as a thrown weapon with a range of 10 ft.
1(0) Point | Spinning: This weapon is built in such way that if thrown, it’ll spin and return to its thrower, unless its path is blocked. If you make an attack with a weapon with this property and miss, it returns to the square from where it was thrown. Catching the weapon is a move action (or a swift action if you have the Quick Draw feat), failing to do so means it falls harmlessly on the ground.
1 Point (Thrown) | Improved range from 10 to 20 ft.


Keep in mind that Flaws do NOT add craft points to the weapons total craft point limit. Instead, they simply give the weapon a modification (or combination of modificaitons) of equal or lesser value. It's a subtle, but very important difference! That means it's not possible, for example... To take a 1 cp flaw in order to give a Simple weapon (which's usually limited to 2 cp) a 3 cp modification. That means you can't use the 3 cp left after the addition of [Twin] and [Energy Conduit] to buy Improved Damage Die three times. You'd only be able to buy it twice... Once using the 3 cp you have left in the weapons original cp total, and a second time using the flaw. Basically, 3+3 does not equal 6... It equals two separate and independent 3s that cannot be combined with each other.

Here's where I get to disagree with you. It's how you did your math. I payed for the twin and energy conduit with the points from the flaw. With the 6 I started with, I got my damage upgrades.


That rule was added specifically to avoid this kind of modification stacking. It's also the reason why the Chop modification was rewritten to specify that the weapon gains the Increased Damage Die modification, rather than it simply including an untyped increase.

Alright. Hammer now hits for less but is scarier. I hope you're happy.
Hammer
2 hand
2d12 Bludgeoning damage | 20/x2
Exotic: 6 Points
2 Points | Extendable [Handle]: This weapon can be extended, usually by splitting its blade or handle in 2 or more separate parts, which remain connected by a chain, rope, string or similar link. When extended, the weapon gains either Reach or Whip modification. The type of extension is chosen at the time the weapon is crafted. Adding this modification twice allows the user to alternate between types of extension. However, it’s not possible to use both types of extensions at the same time, and it’s necessary to return the weapon to its “neutral” state before changing it to another type of extension.
Extending or compacting a weapon is considered “drawing a weapon” for all effects and purposes.
Whip [Handle]: A whip weapon is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
-2 Points | Blunt: [Edge] This weapon has no sharpness. It’s only capable of dealing bludgeoning, nonlethal damage.
2x3 Points | Improved Damage Die: increases damage die from 2d6 to 2d8 to 2d10 to 2d12


My own update! Presenting the Lance!
Lance
1 hand + Shield
1d8 Piercing damage | 20/x3
Exotic: 6 Points
2 Points: Barbed: A weapon with this modification has a particularly vicious edge. Whenever the wielder confirms a critical hit or damages the same creature twice in the same turn with a barbed weapon, the target starts bleeding, therefore suffering 1d4 bleed damage at the start of their every turn. This bleeding can be stopped by a successful Heal check (DC 20) or by any effect that heals hp damage.
1 Point: Blocking: When you use this weapon to fight defensively, you gain a +1 shield bonus to AC.
0 Points: Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.
1 Point: Retractable: This weapon has an in-built sheath. When it’s retracted, you’re not considered to be wielding the weapon and cannot attack with it, but it’s attacking end vanishes from sight. The object serving as weapon’s sheath (usually its handle) doesn’t disappear, but looks like a harmless object. It’s impossible to anyone unfamiliar with the weapon to detect it without close examination. Retracting and bringing out a weapon only requires a free action, but is otherwise considered “drawing a weapon” for all effects and purposes.
0 Points: Stashing: This weapon has a secret compartment hidden in its handle or sheath. The compartment can hold up to three very small items, such as a keys, rings, small pieces of paper, etc. Detecting the compartment requires close inspection of the weapon and a successful Perception check (DC 30). Retrieving an item stashed within the hidden compartment requires a move action (or a swift action with the Quick Draw feat).
2 Points | Improved Damage Die: Damage die increased from 1d6 to 1d8

khadgar567
2017-05-16, 10:50 PM
@lavander since you are building monster hunter weapon would you build insect glaive for me

Lemmy
2017-05-17, 09:17 AM
The force damage is to help the weapon stay true to the game. As for the slashing, since the energy charges by hitting things then you need some way to hit things without it being charged, so I left it in.Like I said, it's not strictly against the rules... It might be a bit unbalanced, though. But if you're fine with it... Have fun! The whole point of the homebrew is to allow players to create cool weapons! :smallsmile:


Alright you pedant. Better?
Much! :smallbiggrin:


Here's where I get to disagree with you. It's how you did your math. I payed for the twin and energy conduit with the points from the flaw. With the 6 I started with, I got my damage upgrades.That... That makes sense. I... Uh... I knew that, of course. I was just... Eh... Uh... Testing you... Yes! That's it! I was testing you! For reasons! :smallbiggrin:


Alright. Hammer now hits for less but is scarier. I hope you're happy.
I am! :smallcool:

khadgar567
2017-05-17, 10:16 AM
That... That makes sense. I... Uh... I knew that, of course. I was just... Eh... Uh... Testing you... Yes! That's it! I was testing you! For reasons! :smallbiggrin:

busted you are mate. struggle why!
I hope my Yoda talk is good

Lemmy
2017-05-17, 04:09 PM
busted you are mate. Struggle why!
i hope my yoda talk is good
i admit to nothing!

Lemmy
2017-05-22, 09:56 AM
I finally added the Weapon Weight chapter. I'm not 100% satisfied with it, but I like it. Now your gravatus weapons can't weigh just 8 kg. :smallcool:

Lemmy
2017-05-23, 09:27 PM
I don't suppose anyone is interested in creating the custom list for generic simple weapon... are you?

I need these ones done before moving on to the martial weapons...

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
blowgun (not sure how to build this one... Might actually require a new 0* cp modification)

so much work... :smallsigh:

I'll add an special thanks to whoever helps me with these. You can even choose what name you want to refer to you. :smallsmile:

Swaoeaeieu
2017-05-24, 12:54 AM
i can give it a look later today. I'll just spend it on reading campaignlogs anyway XD

[EDIT] Dont mind me, just editing in a link to a hilarious collection of custom weapons! Linkeroo! (http://imgur.com/gallery/JOqYo)

Lemmy
2017-05-24, 09:21 AM
Dont mind me, just editing in a link to a hilarious collection of custom weapons! Linkeroo! (http://imgur.com/gallery/JOqYo)Hah! I bet I could make some (most?) of those with a few extra special materials. :smallbiggrin:

Swaoeaeieu
2017-05-24, 09:58 AM
Allright then, some samples i could figure out:


[Simple One-handed Bludgeoning]
[1d6 20/x2]
Modifications: none, it is a heavy stick.


Now normally a club in pathfinder have a thrown range increment of 10 ft. but in this system you can only add throwing to light weapons. Since no one wants to throw a club anyway, and any fool can throw something 10 feet, i think this will do.


[Simple One-handed Bludgeoning]
[1d6 + 1d6 fire 20/x2]
Modifications: Energy conduit (fire) [2 points], Utility, Minor (sheds light) [0 points]


Basically a club on fire.


[Simple Light Slashing/Piercing]
[1d4 19-20/x2 10ft.]
Modifications: Alternative Damage Type (Piercing) [0], Improved Damage Die [2], Thrown [0]

Matches the normal statistics. It sounds complicated, but works out perfectly.


[Simple Light Bludgeoning]
[1d3 20/x2]
Modifications: Attached [1], Grapple [1], Monk [0] Nonlethal [0]

In Pathfinder, Brass Knuckles and Gauntlets have the same stats, except that the knuckles can be used as Monk weapons. Add that modification as you please. Grapple i put in because you can grapple with empty hands, seems suitable in this case. Nonlethal because these make it easier to hit a person hard enough to do damage, but you could still pull punches for non lethality i guess.


[Simple Two-handed Bludgeoning.]
[1d8 20/x2]
Modifications: none, just a bigger stick.


Not on the normal list, does not deserve anything special.


[Simple One-Handed Slashing]
[1d6 20/x3]
Modifications: Chop [2]

A simple handaxe. Does not exsist in pathfinder normally and would be the only simple one handed weapon with 1d6 damage and a x3 crit. but doesnt seem that unbalanced.


[Simple Light Slashing]
[1d4 19-20/x2]
Modifications: Improved Damage Die [2], Trip [0]


I cant match this one to the pathfinder version. In PF it has 1d6 damage. but improving the damage die 2 time is too expensive in a simple weapon.


[Simple Two-Handed Piercing]
[1d8 20/x3]
Modifications: Brace [0], Improved damage die [2]

Shortspears cant be remade with the system, simple too little Mod points to add the throwing to it. Matches the damage of the original tho.


[Simple Two-Handed Piercing]
[1d8 20/x3]
Modifications: Brace [0], Improved Damage Die [2], Reach [0]


Another 1:1 conversion. Good work Lemmy


[Simple Two-handed Piercing]
[1d8 20/x2 90 ft Standard]
Modifications: Crank [0]/Crank, Automatic [0], Improved Reload [2].

Slightly more reach then a normal light crossbow, slightly less chance of critting. Can be made automatic, would not change the stats. Still get to pick a str bonus to use it with if you have the money.


[Simple Two-handed Piercing]
[1d12 20/x2 90 ft Standard]
Modifications: Crank [0]/Crank, Automatic [0], Improved Damage Die [2].

Once again it does not fully match the regular statistics, the damage for 2 handed weapons can be turned into 1d10. so a heavy crossbow in this system is sadly 1d12. This is traded for with a lower range increment then usual.


[Simple Light Bludgeoning]
[1d4 20/x2 30ft Standard]
Modifications: Improved Range [1], Improved Reload [1], Sling [0],


Less range then a normal sling, but otherwise identical.


Aaand, thats all of em minus the blowgun but extra a heavy crossbow. I do have some ideas for the blowgun, linking it heavily to the ammo used or something. Gotta go do other things now. but it was a nice excersise.

noob
2017-05-24, 11:05 AM
Droppable automatic crossbow(simple weapon): some people just want a single use weapon packing a good punch.(it is not really single use but most people using it are people who already had quick draw for some reason and thus drop it and pull another one)
Two handed ranged blunt weapon 1d10 damage(damage die doubled due to burst) 60 foot range 3 ammo storage(reloading time of full round but you will not reload it :it costs 5 gp so you can use one different one per round)
Modifications: crank manual(0 cost) Burst Fire(2 cost) Flaw advantage pair:(overheat(1cp) and improved ammo capacity(1cp))
Since a crossbow is made out of wood it might weight 4 lb instead of 6 lb
And yes crossbows totally overheat!
Anyway I think it is a boring joke weapon.

About sling modification I believe it does not increase the number of needed actions to reload so you just need to apply range increase twice and 0 times the faster reload also slings are light and not thrown so they deal 1d6 bludgeoning and have 30 feet range.
So a sling looks like this(fear the halflings): light bludgeoning ranged weapon 1d6+str damage needs two hands to reload(but reloading is a non action) 90 feet range increment 1 ammo capacity
Sling modification and two times increased range.

Lemmy
2017-05-29, 07:22 AM
Thanks, Swaoeaeieu! I'll still have to check for mistakes and/or differences in interpretation, but it really saves me a lot of work! I'll add it to the document (with my thanks) later... Probably not today, though. This week will be rough, so I'm not sure when I'll have the time to update this project.

In fact, I'll later add a Special Thanks page to show my appreciation for you, khadgar, noob and all others who helped me improve my work. Thank you, all of you.

Swaoeaeieu
2017-05-29, 07:56 AM
Thanks, Swaoeaeieu! I'll still have to check for mistakes and/or differences in interpretation, but it really saves me a lot of work! I'll add it to the document (with my thanks) later... Probably not today, though. This week will be rough, so I'm not sure when I'll have the time to update this project.

In fact, I'll later add a Special Thanks page to show my appreciation for you, khadgar, noob and all others who helped me improve my work. Thank you, all of you.

Oh shucks, no need for the thanks. It wasnt actually that much work. they are all simple weapons after all (rimshot). And your system is easy to use, so kudo's to you once more Lemmy.

And if you need more examples, like the martial weapons, i might be willing to contribute to that list as well. just say the word.

Lemmy
2017-06-09, 11:23 AM
Hello, everyone.

I'm sorry updates have been slow these last couple weeks. I'm fortunate to have people interest in my project and I truly appreciate all your feedback. These were rather busy days, though, so I wasn't able to update as oftne as I wished.

Hopefully, the next following days will be easier, and I'll once again add new ways for players and GMs to craft their own unique sharpened metal stick. :smallbiggrin:

khadgar567
2017-06-09, 11:49 AM
did we get an update? so whats updated

Swaoeaeieu
2017-06-10, 04:00 AM
did we get an update? so whats updated

Lemmy just said he has not been able to update the past few weeks. But hopes to do so soon.
So no, there is no new update.

Lemmy
2017-06-10, 09:51 AM
Well... to be fair, I did say I couldn't post as often as I wished, not that I wasn't able to post at all, although I only managed to find time to fix a few typos here and there... that's technically an update. :smallbiggrin:

inuyasha
2017-06-11, 05:34 PM
By the way Lemmy, I just wanted to stop in and say that I have been periodically checking in on this project still. I'm definitely still enjoying it!

Feels like I haven't commented here in a while, haha!

Lemmy
2017-06-12, 09:59 AM
By the way Lemmy, I just wanted to stop in and say that I have been periodically checking in on this project still. I'm definitely still enjoying it!

Feels like I haven't commented here in a while, haha!
Thank you, Inuyasha. I really appreciate your (and everyone's) continued interest... It's a huge help in getting me motivated to continue working on this project. Part of me wishes it's never finished. :smallbiggrin:

Hopefully this weekthings will be calmer and I'll have the necessary time to make some additions I've wanting to do for a long time. :smallsmile:

Swaoeaeieu
2017-06-19, 04:14 AM
I promise im not bugging for updates!

Just wanted to come in here and offer another round of help.
If you want the martial weapons statted using your system i would be happy to do those. If you have a list of the ones you want made ill get on it when i have time :P

Lemmy
2017-06-19, 01:54 PM
I promise im not bugging for updates!

Just wanted to come in here and offer another round of help.
If you want the martial weapons statted using your system i would be happy to do those. If you have a list of the ones you want made ill get on it when i have time :P
I'd love getting some help... (Preferably in a table that I can copy-paste :smallbiggrin:).

But as it turns out... I'm having so little free time lately (in front of my own PC, anyway) that I can't even get done a list of the martial weapons I want. :smallsigh:

BioCharge
2017-06-21, 11:49 PM
Man, this little homebrew has to be one of my favorite finds on here. I might start having my players use this. Though, I am confused on something: what's the benefit of the "twin" property? Like, I'm not sure why/when you'd use it. 'cause, if you're dual wielding something (like say ember cecilia, as Yang does) its the exact same weapon. Would I be right in that it'd be used with something like, say, the Farron Greatsword from DSIII: http://darksouls.wikia.com/wiki/Farron_Greatsword

I'd imagine it'd stat out like this:
Farron Greatsword: Exotic One-handed and Exotic Light melee weapon.
CP: 6 and 6
Greatsword Weapon: Slashing Template: 1d10 slashing, 19-20/x2
Improved Damage x2: (4 cp)
Finesse: 1 CP
Twin: 1 CP
Dagger Weapon: Slashing Template: 1d4 slashing or piercing, 19-20/x3
Twin: 1 cp
Additional damage type: 0 cp
Distracting: 1 cp
Disarm: 1 cp
Improved Critical Multiplier: 3 cp

In this case, you could take, say, Weapon Focus (Farron Greatsword) and it apply both to the greatsword half and the dagger half?

Swaoeaeieu
2017-06-22, 01:29 AM
Man, this little homebrew has to be one of my favorite finds on here. I might start having my players use this. Though, I am confused on something: what's the benefit of the "twin" property? Like, I'm not sure why/when you'd use it. 'cause, if you're dual wielding something (like say ember cecilia, as Yang does) its the exact same weapon. Would I be right in that it'd be used with something like, say, the Farron Greatsword from DSIII: http://darksouls.wikia.com/wiki/Farron_Greatsword

I'd imagine it'd stat out like this:
Farron Greatsword: Exotic One-handed and Exotic Light melee weapon.
CP: 6 and 6
Greatsword Weapon: Slashing Template: 1d10 slashing, 19-20/x2
Improved Damage x2: (4 cp)
Finesse: 1 CP
Twin: 1 CP
Dagger Weapon: Slashing Template: 1d4 slashing or piercing, 19-20/x3
Twin: 1 cp
Additional damage type: 0 cp
Distracting: 1 cp
Disarm: 1 cp
Improved Critical Multiplier: 3 cp

In this case, you could take, say, Weapon Focus (Farron Greatsword) and it apply both to the greatsword half and the dagger half?

That is exactly how twin works yes. Good job!

BioCharge
2017-06-22, 01:42 AM
That is exactly how twin works yes. Good job!

Huh, neat. Thank you, that shall open up some interesting options.

Swaoeaeieu
2017-06-22, 07:18 AM
I'd love getting some help... (Preferably in a table that I can copy-paste :smallbiggrin:).

But as it turns out... I'm having so little free time lately (in front of my own PC, anyway) that I can't even get done a list of the martial weapons I want. :smallsigh:

Aaw, poor Lemmy. crunch time is hard time.
Let me help by just statting up some weapons. No handy tables however, for i do not know how.


Martial weapons get up to 4 modification points.


There are three different Martial light axes in the pathfinder srd, for the collector:

Handaxe Light Slashing template
1d6 20/x3 (S)
Modifications: [Chop](2),
Matches Pathfinder version, could be a simple weapon looking at mod points, or just add more.

Axe, Throwing Light Slashing template
1d6 20/x3, (S) 10 ft increment
Modifications: [Chop](2), [Thrown](0),
Difference with Pf version is x3 instead of x2. You can reduce that for even more waste of mod points.

Axe, Boarding Light Slashing template
1d6 20/x3 (S or P)
Modifications: [Alternate Damage Type, Piercing](0), [Chop](2), [Utility, Major, +2 climb check](1)
Matches Pathfinder version.


A variety of bladed weapons are on the srd listing, here are some translations.

Sword, Short Light Slashing template
1d6 19-20/x2 (S or P)
Modifications: [Alternate Damage Type](0), (2)
Matches Pathfinder version except for the damage type. In Pf these weapons are piercing dmg, i feel this fits better for a sword (and is easier to stat using this system)

Dogslicer Light Slashing template
1d6 19-20/x2 (S)
Modifications: (2), [Unreliable](+1)
Sadly Unreliable is only for ranged weapons, except Pathfinder put it on this cute goblin blade. Time to change Unreliable flaw a litle?

Gladius Light Slashing template
1d6 19-20/x2 (S or P)
Modifications: [Alternate Damage Type](0), (2), [Performance](0)
Matches Pathfinder version, sane dm’s would let this count as a short sword for feats and such, just like in Pf

Knife, Switchblade Light Piercing template
1d4 19-20/x2 (P)
Modifications: [Concealable](0) (3), [Retractable](1), [Utility, Minor] (0), [Reduced Crit Multiplier](+3)
[I]Matches Pathfinder version but it doesnt have to. The reduced Crit modifier is just to make it true to the source. Utility minor because the srd states you can disguise these as ordinary objects.

Kukri Light Slashing template
1d4 18-20/x2 (S)
Modifications: (4)
[I]Matches Pathfinder version, hurray.

Machete Light Slashing template
1d6 19-20/x2 (S)
Modifications: (2), [Utility, Major +1 on survival](1)
[I]Matches Pathfinder version, Utility is such a flexible mod


All those other weapons that aren’t that weird, but do not have enough similar members to earn their own category.

Whip, Cat-o’-Nine-Tails Light Slashing template
1d4 19-20/x2 (S)
Modifications: [Disarm](1), [Nonlethal](0)
Not a perfect copy, bit higher threat range, and original only does Nonlethal instead of the option this weapon gives, mostly a weapon you use for flavour anyway.

Hammer, light Light Bludgeoning template
1d4 20/x2 (B) 20ft increment
Modifications: (1), [Thrown](0), [Reduced Damage Die](+2)
[I]Matches Pathfinder version, hurray. You don't have to reduce the damage of course, but this way it matches. And aparantly, Hammers are better for throwing then axes?

Pick Light Piercing template
1d4 20/x4 (P)
Modifications: [Improved Critical Multiplier](4)
Matches Pathfinder version.

Sap Light Bludgeoning template
1d6 20/x2 (P)
Modifications: [Nonlethal] (0)
Matches Pathfinder version, just pretend the Nonlethal damage isn’t optional

Starknife Light Piercing template
1d4 20/x3 (P) 20 ft range increment
Modifications: [Thrown weapon](0), [Improved Range](1)
Matches Pathfinder version.

War Razor Light Slashing template
1d4 19-20/x2 (P)
Modifications: [Concealable](0)
Matches Pathfinder version.



Blade Boot Light Piercing template
1d4 20/x3 (P)
Modifications: [Attached, foot](1), [Concealable](0), [Retractable](1), [Utility, minor, Boot](0)
Not the best translation, crit modifier is off, and halves your speed when used. The original Makes everything difficult terrain, so this might be better.

Kobold tail attachment, Long lash Light Slashing template
1d6 19-20/x2 (S)
Modifications: [Attached, tail](1), (2). [Reach](0), [Reduced Critical Threat Range](+3)
[I]Reduced crit range isn't necessary, but now it matches the Pathfinder version.

Kobold tail attachment, Pounder Light Bludgeoning template
1d8 20/x2 (B)
Modifications: [Attached, tail](1), (2).
[I]Fits the original.

Kobold tail attachment, Razored Light Slashing template
1d6 19-20/x2 (B)
Modifications: [Attached, tail](1), (2)
[I]Less damage then the original, but that because of the difference between damage types in this system.

Kobold tail attachment, Spiked Light Piercing template
1d6 20/x3 (P)
Modifications: [Attached, tail](1), (2)
[I]Less damage then the original, but that because of the difference between damage types in this system.

Kobold tail attachment, Sweeper Light Bludgeoning template
1d6 20/x2 (B)
Modifications: [Attached, tail](1), [Trip](0)
Fits the pathfinder version. I think attached overrules the part in Trip where you can drop the weapon on a countertrip, so it all works out.

Ratfolk tailblade Light Slashing template
1d4 19-20/x2 (S)
Modifications: [Attached, tail](1),
Not the best conversion, has more damage and better crits. Making it fit would be a hassle, just enjoy your slightly higher damage Ratfolk!

Sea-Knife Light Slashing template
1d4 19-20/x2 (S)
Modifications: [Attached, leg](1), [Submariner](0)
In pathfinder this weapon makes you unable to walk, only able to use it underwater. Since we have no rules for this, this setup is the most acurate i think.

Spiked armor Light Piercing template
1d6 20/x3 (P)
Modifications: [Attached, armor](2), (2)
[I]Better crits then the original otherwise the same.

Spiked Shield, Light Light Piercing template
1d4 20/x3 (P)
Modifications: [Attached, shield](2),
Better crits then the original otherwise the same.




Cutlass One-Handed Slashing template
1d6 18-20/x2 (S)
Modifications: (4)
[I]Fits perfectly with the original.

Longsword One-Handed Slashing template
1d8 19-20/x2 (S)
Modifications: (2)
[I]The most boring weapon in the game, no wonder it has mod points left over.

Rapier One-Handed Slashing template
1d6 18-20/x2 (S or P)
Modifications: [Alternate Damage Type](0), (4)
[I]Original does not really do slashing damage, but working from that template makes it possible to match the stats.

Scimitar One-Handed Slashing template
1d6 18-20/x2 (S)
Modifications: (4)
[I]Fits perfectly with the original. Is also the exact same as a Cutlass.

Terbutje One-Handed Slashing template
1d8 19-20/x2 (S)
Modifications: (2), [Unreliable](+1)
[I]I have no clue what kind of weapon this is, but if you allow the Unreliable on a melee weapon, it fits the SRD version.

Terbutje, steel One-Handed Slashing template
1d8 19-20/x2 (S)
Modifications: (2),
[I]Still no clue what this is, but now it doesn’t break.


Ankus One-Handed Piercing template
1d8 20/x2 (P)
Modifications: [Disarm](1), (2), [Trip](0). [Reduced Critical Multiplier](+3)
[I]Ah the curse of the Piercing weapons, needing to reduce the crit multiplier just to match the Pathfinder stats...

Gandasa One-Handed Slashing template
1d8 20/x3 (P)
Modifications: (2), [Improved Critical Muliplier](3), [Reduced Crititcal Threat range](+3)
[I]Also called an elephant knife, this knife on a big stick looks like a spear, is wielded like an axe, and has crits like a piercing weapon. The Gandasa is a mess, but if you ignore the 1d8 instead of 2d4, it matches the Pathfinder version.

Trident One-Handed Piercing template
1d8 20/x2 (P)
Modifications: (2), [Thrown](0)[Reduced Critical Multiplier](+3)
[I]Matches the Pathfinder version, but the piercing weapon curse strikes again.


Yes in light weapons axes had their own category, there just arent enough in one-handed to justify it. Also these are super boring, i will not blame you if you just skip these.

Battleaxe One-Handed Slashing template
1d8 20/x3 (S)
Modifications: [Chop](2)
Perfect fit for the Chop mod. Perfect copy of Pathfinder stats.

Flail One-Handed Bludgeoning template
1d8 20/x2 (B)
Modifications: [Disarm] (1), [Trip](0)
Once more a basic weapon that is easy to recreate using Lemmy’s system. rejoice!

Pick, Heavy One-Handed Piercing template
1d6 20/x4 (P)
Modifications: [Improved Critical Multiplier](4)
Once more a basic weapon that is easy to recreate using Lemmy’s system. rejoice!

Warhammer One-Handed Bludgeoning template
1d8 20/x3 (B)
Modifications: [Improved Critical Multiplier](3)
Once more a basic weapon that is easy to recreate using Lemmy’s system. rejoice!


The One-Handed category has a bunch of these odd weapons.

Combat Scabbard One-Handed Bludgeoning template
1d8 20/x2 (B)
Modifications: (+2), [Utility, Major. Scabbard](1),
[I]Ok so the original Pathfinder version makes this an improvised weapon. But who buys a Scabbard designed for combat, and then improvises with it? It makes no sense, so it does a little more damage, but always nonlethal.

Combat Scabbard, sharpened One-Handed Slashing template
1d6 20/x2 (S)
Modifications: [Utility, Major. Scabbard](1), [Reduced Critical Threat Range](+3)
A more lethal version of a combat scabbard that matches the pathfinder version. Only problem is Martial weapons can not have flaws of more than 2 points, luckily we are not using those points anyway for this dumb weapon.

Klar One-Handed Slashing template
1d6 19-20/x2 (S)
Modifications: [Attached, shield](1),
A Klar counts as a shield according to the srd, except it does slightly better damage.

Manople One-Handed Piercing template
1d8 20/x3 (S or P)
Modifications: [Alternate Damage Type](0) [Attached, hand](1), (1), [Improved Damage Die](2)
[I]In pathfinder this also gets Disarming, but i feel that is either not worth the flaw it requires or just plain not worth it. I just let it keep the better crits

Scizore One-Handed Piercing template
1d10 20/x3 (P)
Modifications: [Attached, light shield](1), (4), [Unwieldy](+2)
[I]In pathfinder this isn’t a shield, but gives a +1 Ac when you do not attack with it, just like a shield then… Had to give it a flaw to make the damage match, the x3 instead of x2 is the curse of the Piercing template.

Spiked Shield, heavy One-Handed Piercing template
1d6 20/x3 (P)
Modifications: [Attached, shield](1),
Only difference with Pathfinder is x3 instead of x2. Damn you Piercing Template!

Sword cane One-Handed Piercing template
1d6 20/x3 (P)
Modifications: [Concealable](0), [Finesse](1), [Utility, minor](0)
Impossible to emulate the drawing rules and perception penalties using Lemmy’s system, but the stats and spirit of the weapon remain. small rejoice.




Bardiche Two-Handed Slashing template
1d10 19-20/x2 (S)
Modifications: (0), [Handguard](0)[Improved Damage Die](2), [Reach](1)
[I]Matches the pathfinder version, with a little bonus of a +2 to resist disarming as well as sundering

[B]Bec de corbin Two-Handed Piercing template
1d10 20/x3 (B or P)
Modifications: (0),[Blocking](1), (2), [Reach](0), [Sunder](1)
[I]Fits the original to perfection.

[B]Bill Two-Handed Slashing template
1d8 19-20/x2 (S)
Modifications: (0), [Disarm](1), [Reach](0),
Now this could fit the original (the crits are off) by reducing crit threat and increasing crit modifier. But martial weapons can only have 2 points from flaws, so that is where this weapon conversion ends.

[B]Glaive Two-Handed Slashing template
1d10 19-20/x2 (S)
Modifications: (2), [Reach](0),
[I]Once again we can not match the crit stats of the pathfinder version.

Glaive-guisarme Two-Handed Slashing template
1d10 19-20/x2 (S)
Modifications: [Brace](0), (2), [Reach](0),
[I]Once again we can not match the crit stats of the pathfinder version.

[B]Guisarme Two-Handed Slashing template
2d4 19-20/x3 (S)
Modifications: (3), [Reach](0), [Trip](0)
Once again we can not match the crit stats completely of the pathfinder version, but this is an improvement to the original.

Halberd Two-Handed Piercing template
1d10 20/x3 (P or S)
Modifications: [Alternate Damage Type](0), (0), [Improved Damage Die](2), [Trip](1)
Another good translation. hurray

[B]Lucerne Hammer Two-Handed Bludgeoning template
1d12 20/x2 (B or P)
Modifications: [Alternate Damage Type](0), (0), [Reach](1), [Sunder](1)
Another good translation. hurray

[B]Horsechopper Two-Handed Piercing template
1d10 20/x3 (P or S)
Modifications: [Alternate Damage Type](0),[Reach](1), [Trip](0)
Another good translation. hurray

Lance Two-Handed Piercing template
1d8 20/x3 (P)
Modifications: [Jousting](1), [Reach](1),
Another good translation. hurray

Planson Two-Handed Bludgeoning template
1d10 20/x2 (P)
Modifications: [Alternative Damage Type](0), [Brace](0), [Reduced Damage Die](+2)
Another good translation. hurray

[B]Ranseur Two-Handed Piercing template
2d4 20/x3 (P)
Modifications: [Disarm](1), [Reach](1),
Another good translation. hurray

Scythe Two-Handed Piercing template
2d4 20/x4 (P)
Modifications: [Alternative Damage Die](0), [Improved Critical Modifier](4), [Trip](0)
Another good translation. hurray

Spear, syringe Two-Handed Piercing template
1d8 20/x3 (P)
Modifications: (0), [Improved Range](1), ], [Syringe](1), [Throwing](0),
[I]Faster reload than the original (1 round vs 1 minute) but the flaws do not have a minute setting, just an hour...


[B]Earth Breaker Two-Handed Bludgeoning template
2d6 20/x3 (B)
Modifications: [Improved Critical Multiplier](3)
Another good translation. hurray

Falchion Two-Handed Slashing template
2d4 18-20/x2 (S)
Modifications: [Improved Critical Threat](4)
Another good translation. hurray

Flail, heavy Two-Handed Bludgeoning template
1d8 19-20/x2 (B)
Modifications: [Disarm](1), (3), [Trip](0), [Reduced Damage Die](+2)
[I]The reduced damage is to match it closer to the original of 1d10, but two-handed weapons do not get 1d10 in Lemmy’s system.

Greataxe Two-Handed Slashing template
1d12 20/x3 (S)
Modifications: [Chop](2)
Another good translation. hurray

Greatclub Two-Handed Bludgeoning template
1d12 20/x2 (B)
Modifications:
A well made big stick. Pathfinder gives it 1d10 but that just is not possible here.

Greatsword Two-Handed Slashing template
2d6 19-20/x2 (S)
Modifications: (2)
[I]Another good translation. hurray. you could plonk another improved damage on it for a truly great sword. but this fits the original.

Ogre hook Two-Handed Piercing template
1d8 20/x3 (P)
Modifications: [trip](0)
A victim of the no-1d10’s-for-two-handed rule.

Pickaxe Two-Handed Piercing template
1d8 20/x3 (P)
Modifications: [Improved Critical Multiplier](4)
Another good translation. hurray



Not going to give separate categories here. I will also be skipping the Pilum, Spear-sling and Throwing arrow cord, because they are impossible to do, and are more effort than they are worth in any situation.

Ammentum Ranged One-Handed Piercing Template
1d6 20/x2 (P) 60 ft. full round reload
Modifications: [Performance](0), [Reduced Reload Speed](+1)
Such a weird weapon, it is actually a cord you wrap around a javelin to make it better. Read the reload speed as wrapping a new Javelin.

Chakram Ranged Thrown Slashing Template
1d8 20/x2 (S) 30 ft.
Modifications: (6), [Treacherous](+2),
[I]Can be thrown, but using in melee brings a risk with it. Not the same risk as the pathfinder version but i think it works.

Dart, Joltin Ranged Thrown Piercing Template
1d4 20/x2 (P) 30 ft.
Modifications: [Energy Conduit electricity](2), (2)
[I]The real weapon is destroyed upon use like ammo, how would we simulate that now?

Hunga munga Melee One-Handed Piercing template
1d6 20/x2 (P) 20 ft.
Modifications: (1), [Thrown](0), [Reduced Critical Multiplier](+3)
[I]A three sided dagger you can throw and use in melee… Why is this a ranged weapon in the srd?

Hurlbat Melee One-Handed Piercing template
1d6 20/x3 (P or S) 20 ft.
Modifications: [Additional Damage Type](0), [Treacherous](+2), [Thrown](0)
A throwing axe that hurts the user, get something else.

Longbow Ranged Two-Handed Piercing Template
1d8 20/x2 (P) 90 ft. Free action reload
Modifications: (2), [Improved Range](1), [Improved Reload](1), [String Weapon](0)
[I]Just like a normal longbow, but with lesser crits and 10 feet reduced range. So maybe no like a normal longbow. Composite bows use the same modifications, just pick a strength score..

Shortbow Ranged Two-Handed Piercing Template
1d6 20/x3 (P) 60 ft. Free action reload
Modifications: (3), [Improved Reload](1), [String Weapon](0)
[I]The shortbow does get the Pathfinder stats unlike the longbow. But i am just going to ignore that a composite shortbow has 70 ft range in the srd


TRICK! no way i am also doing all those arrows…




Pick out any you want, or correct my work, this has been good practice, although a bit boring. Do give me a list for the exotics next time, for this sure was a waste of time XD

Hish
2017-06-22, 08:06 AM
Sneaky and Unorthodox weapons attached to things that are not weapons. (SAUWATTTANW’s for short)

Why am I not surprised this was written by Sw... Swao..... You?

What does your name stand for?

Swaoeaeieu
2017-06-22, 08:17 AM
Why am I not surprised this was written by Sw... Swao..... You?

What does your name stand for?

I dont know what you are talking about, this is a perfectly ordinary name.