I think is a good concept but poorly executed. Not a big fan of the blurbs and some of the abilities just aren't balanced or don't make sense for the weapon. Spent about 10 hrs reworking it with one of my players and I think certain groups of weapons make sense to have an ability, like spears, staves, halberds being about to trip but a mace being able to stun at will but a maul being limited just doesn't make sense. Or the longbow ability.
Great concept but it just didn't fit for me.
Edit:
An example for me would be the mace I altered it to this (I just didn't bother with the blurbs); **Mace **Crushing Blow. Make a melee weapon attack with -5 penalty, on a hit the target must succeed on a Constitution saving throw. On a failure, it is incapicated until the start of its next turn. A creature has advantage on saving throws if resistant to bludgeoning damage, and suffers no effect if immune to bludgeoning damage.
Prieviously: **Mace** Crushing Blow. You can use your action to make a crushing blow attack against your target. Make a melee weapon attack, on a hit the target must succeed on a Constitution saving throw. On a failure, it is stunned until the start of its next turn.
So for no penalties you get to do the normal damage and stun a target possibly. I have made a google doc with the rest but I have decided not to implement these rules at my table. I do appreciate how difficult it can be to try and create lots of perks with adding flavour, however I think having weapon groups make more sense, like the Halberd and Glaive both being able to unseat and have trip attack. (The Kata thing doesn't fit in my opinion, as Kata is just a form you learn or a series of techniques. I have made a full google doc so if I can have some contact details I will happily share that with you and you can take or leave what you like from it. The format for the PDF is nice as well :)
Rating: [2 of 5 Stars!] |