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Weapons etc.
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Uin
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PostPosted: Tue Sep 23, 2003 7:32 am    Post subject: Reply with quote

Shortbows and Elves?!?!

I'm sure any elve would kill you for saying that. icon_wink.gif
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AliZee'
PostTue 09/23/03 7:44am
phooey...i could out shoot a elfy anyday  Reply with quote
 
Zantia-1
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PostPosted: Tue Sep 23, 2003 9:38 pm    Post subject: Reply with quote

well, the penalty for using a weapon your not proficiant with is -4( in PnP)

Now elves get bows, longswords, and rapiers for free

These weapons In 3.5 are treated as martial instead of exotic
Dwarves get the Dwarven Waraxe( 1d10, 1 handed with exotic weopon prof) and the dwarven urgosh( exotic, spear one end, halbred other end, 1d6, 1d8 respectivly)

Gnome get the hooked hammer( spike one end, hammer other1d6/1d8)

That being said, my opinion would be to expand this list so all races get some profiecnys- and then add it into the game

Also it is EXTREMELY unrealistic to restrict weapons to anyone class(for anyone who cares about realism)
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Zedium
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PostPosted: Wed Sep 24, 2003 1:38 pm    Post subject: Reply with quote

I think Longsword etc etc have always been martial weapons. And the dwarven waraxe, urgosh and hookhammer have always been treated as martial weapons for their respective races, and exotics for others.
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Nemor
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PostPosted: Thu Sep 25, 2003 9:04 am    Post subject: Reply with quote

I was the only person in Dyso to use a Quarterstaff if I remember correctly icon_twisted.gif

Anyway, nice to see Cobar is coming along since I've been gone. I'm BAAAACCKK!! icon_wink.gif
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Drudley
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PostPosted: Thu Sep 25, 2003 9:54 am    Post subject: Reply with quote

Nemor wrote:
I was the only person in Dyso to use a Quarterstaff if I remember correctly icon_twisted.gif

Anyway, nice to see Cobar is coming along since I've been gone. I'm BAAAACCKK!! icon_wink.gif


You don't remember correctly, Uin used to use one, I think.
And my druid had one, until it got disarmed and stolen.
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Truia
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PostPosted: Thu Sep 25, 2003 10:09 am    Post subject: Reply with quote

What Modules need are slighty uber Assassin weapons.....

actual good ones that can help people in their assassination atempts/ bountys

good Rp base behind them too if you want

Assassins have always been know for makeing their own darts and other thrown objects, that either kill the target or make them weak enough that they dont present a trouble.

come up with a scripted system to allow Assassins to combine elements to make darts and the such, I do believe it would be the first system in any of the modules out there... and I know I would play my assassin build on any module where I could construct my own tools.(since good ones are hard to find)

Just a thought.. and a good one I think too.
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Marquis Drayfox
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PostPosted: Thu Sep 25, 2003 2:20 pm    Post subject: Reply with quote

Drudley wrote:
Nemor wrote:
I was the only person in Dyso to use a Quarterstaff if I remember correctly icon_twisted.gif

Anyway, nice to see Cobar is coming along since I've been gone. I'm BAAAACCKK!! icon_wink.gif


You don't remember correctly, Uin used to use one, I think.
And my druid had one, until it got disarmed and stolen.


Yep. And as I said earlier in the post, I did too.

Oh and for your thought Truia, the only real thing that I would suggest is something that causes poisons and diseases. But since they are so easily curable in a manner of seconds with a heal kit, that kinda takes their whole purpose away.
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Sep
PostThu 09/25/03 2:23pm
Are you ever going to drop that? icon_mrgreen.gif  Reply with quote
 
Marquis Drayfox
PostThu 09/25/03 2:30pm
I did drop it. I was just pointing it out. icon_biggrinno.gif  Reply with quote
 
Truia
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PostPosted: Thu Sep 25, 2003 9:50 pm    Post subject: Reply with quote

But if the weapon has a scripted poison effect it would work to your advantage, so that it would work as a curse not as an actual poison.

*shrugs* I just want a reason to RP my assassin build -_- since its the online I use online that could actually be extremely strong at a high level. my first online RP powergame character........ anyways
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Marquis Drayfox
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PostPosted: Fri Sep 26, 2003 12:56 am    Post subject: Reply with quote

Anyone can role play something without having a 'secret base' or a 'special weapon.' Those are just added benefits. I will admit, it does help. If you want to get something like that going, go for it. If it turns out well, I'm sure that Griff and Co. will incorporate something. But until this module get's more people, I don't think that's going to be anything more than a thought.

But still, as I said, nothing is stopping you from doing it. So go for it. Just keep things totally and 100% 'In-Character.'
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Ner'dulla Serthalyss
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PostPosted: Mon Sep 29, 2003 10:02 pm    Post subject: Reply with quote

I for one, beleive that most weapons can be made usefull without going uber. Like :

+1 dagger, with 1d8 acid,
Regular shurikens with Sleep DC22 on them (or DC26 if your monsters have too much save throws)
+2 keen kukris of 1d8 massive crits
Darts of dispell magic DC20
+1 Morningstar of Stunning DC20
A regular shortsword, (but +5 bonus and +1d10 slash damage vs evil)

Such weapons might not be what you specialised in, and you might not hit as often, but they are great for certain situations. Dont be afraid to limit how many we can buy, and put as rewards on monsters instead. If all purchable stuff is standard +1, you bet that some monsters will be hunted. Make the monster hard enough !

For armor, never use slashing(or bulgeon or Pierce) XX/-, restrict all damage reductions to the +X/XX type, limit these bonuses on Light armor or clothes, and make them class AND alignment specific AND they drop UMD skill by -10, so much for UMD and half-thieves characters.

welll you get my point... icon_smile.gif
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