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View Full Version : Is there a way to adapt these weapon types to 3.pf?



SangoProduction
2019-08-27, 01:51 PM
So, a couple years ago, Path of Paper was being played by some YouTubers, and I was the primary editor on the system. And a playtester, along with my group. Needless to say, it's not a great system, and died as soon as the youtubers stopped playing. However, the weapon types, and their bonuses, are interesting enough in concept that I did want to find a way to adapt them to 3.pf. Mostly because there are basically 4 weapons in 3.pf right now: The Greatsword, the dual wield, the longbow, and the "lolrandom." I wouldn't mind changing that up.

Context: The designer thought that "Just roll a d10, on nat 1 you miss, on nat 10, you crit. Else, your roll is your damage base. You then multiply your damage base by your WAM for your weapon damage," was a cool idea. And it kinda is. Has several flaws, but still, basic idea.
And "Tier" was every 10 levels in the game.
Oh. And the offhand was often used for a shield, which was actually useful, unlike in D&D. Or used for dual wielding, for its various effects.
A stun/threshold effect is basically a really big blow, relative to the enemy's health pool. And Pierce ignores half of the specified type of damage reduction
Axes add 1 bonus damage per 1 WAM, because they’re good at wild, unpredictable amounts of damage. Axes can add STR and DEX modifier to attacks and can add their damage to STR and DEX Soul Skills. Axes can be both two and one handed.
1 handed 1 WAM per tier. 2 handed 3 WAM per tier

Staves make enemies miss you on a natural roll of 2, because you can block attacks with them. In addition you can protect allies, much in the same way a shield user can. Staves can add the higher of STR or INT modifier to attacks and can add their damage to STR and INT Soul Skills. Staves can only be two handed.
3 WAM per tier

Maces reduce the speed of enemies you stun by 2 per tier, because it’s easy to stun people when you hit them on the head with a mace. Maces can add their STR or DEX modifier to attacks and can add their damage to STR and DEX Soul Skills. Maces can be both two and one handed.
1 handed 1 WAM per tier. 2 handed 3 WAM

Swords increase critical range by 1, and allow you to add half of your STR and half of your DEX to crit damage, because they’re sharp and pointy. Swords can add the higher of STR or DEX modifiers to attacks and can add their damage to STR, and DEX Soul Skills. Swords can be both two- and one-handed.
1 handed 1 WAM per tier. 2 handed 3 WAM per tier.

Daggers increase critical range by 1, and allow you to add half of your INT and half of your DEX to crit damage, because they’re sharp and pointy. Daggers can add the higher of your DEX or INT modifier to attacks and can add their damage to DEX and INT Soul Skills. Daggers can only be one-handed.
1 handed 1 WAM per tier.

Bows are ranged. They allow you to roll initiative twice and take the higher result because they give you the freedom to react to circumstances quickly. Bows can add your DEX modifier to attacks and can add their damage to DEX Soul Skills. They are two-handed.
3 WAM per tier.

Claws increase life leech by 4 per tier, because they’re badass. Claws can add your DEX or INT modifier to attacks and can add their damage to INT and DEX Soul Skills.
1 handed 1 WAM per tier

Sceptres increase the duration of all elemental threshold effects (shock,burn and freeze) by 1 turn, because magic. Sceptres can add the higher of your STR or INT modifier to attacks and can add their damage to STR and INT Soul Skills.
1 handed 1 WAM per tier

Wands convert all damage to an element of your choice and increase your total mana by 2 per tier because they’re efficient at channelling magical energy. Wands are ranged and are one-handed, allowing the use of shields. Wands can add the higher of your DEX or INT modifier to attacks and can add their damage to DEX and INT Soul Skills.
Wands shoot a projectile of an element of your choice when used as a weapon to attack.
1 handed 1 WAM per tier

Spears and Polearms allow you to reroll Maneuver and Athletics rolls and take the higher result because every fantasy game should have Spears and Polearms. Spears and Polearms can add the higher of your STR or DEX modifier to attacks and can add their damage to STR and DEX Soul Skills.
1 handed 1 WAM per tier. 2 handed 3 WAM

Flexibles (whips, ropes, and chains) are confusing, and wrap around defenses. Flexibles aren't affected by block (such as from shields and staves), or related block keystones. Attacks with Flexibles also pierce physical armor. Flexibles can add the higher of your STR or DEX modifier to attacks and can add their damage to STR and DEX Soul Skills.
1 handed 0 WAM, +1 WAM per two tiers. 2 handed 2 WAM per tier

SangoProduction
2019-08-27, 03:01 PM
So, now to try and adapt them. Here's my first crack at attempting this:
Best place to start is converting the base damage. 3 WAM should be 2d6. 1 WAM = 1d8. 0 WAM = 1d4. No one will use 1 handed without more of a combat system overhaul, but whatever. Minor buff to rogues.
(When I say add (stat) modifier(s) to damage, also add it to attack, in place of the normal stat for attacking.)

Axes: Increase weapon die size by 1. May add both Strength and Dexterity modifiers to damage.

Staves: Dunno how to adapt shields, and thus the staff to D&D. Maybe reduce the "Natural roll" of the enemy attack and damage dice by 1. Prevents crits. Makes critical misses twice as likely. Adds some small deal of damage reduction.
Add higher of Intellect or Strength modifiers to damage.

Maces: Not really viable to port to 3.pf without also porting stunning support. But to keep the basic soul of the weapon effect: Enemies hit can't take 5 foot steps, and are reduced to half speed. Strength or Dex modifier to damage.

Swords / Daggers: Crit range from 17-20. Improved Critical and the like only improve crit range by another 2. Add half of both Dex and (Strength for swords, Intellect for daggers) stats to damage on critical strike. Add Dex or (Strength for swords, Intellect for Daggers) modifier to damage.

Bows: Roll twice on initiative, and take the best result. Range increment of 50 feet. Add Dexterity or Wisdom modifier to damage.

Claws: Eh... Gain HD as temporary hit points on hit, stacking with itself? Suddenly rogues become the HP tanks of very slow whittling damage. Int or Dexterity modifier to damage.

Flexibles: Ignore shields and staves, and make attacks as touch attack. Ignore half of damage reduction. Dexterity modifier to damage.