Weapon Rebalance

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Hunter548
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Weapon Rebalance

Post by Hunter548 » Sun Sep 20, 2020 5:06 pm

When the migration to haks went in, several weapons were nerfed from their vanilla stats. Several of the new weapons, as well, are significantly worse than vanilla options. This suggestion is an attempt is aimed at rectifying both problems to allow for further variety of weapons rather than the usual suspects, as well as ensuring the (extremely good) new weapon models see use proportionate to the effort put into them.

Warmace
Currently: Exotic 1h bludgeoning, d12/x2
Suggestion: Exotic 1h bludgeoning, d10/x3, two handable (as bastard sword and spear)
Reasoning: As it is currently, warmaces require a feat to use while only being a few points more of average damage than a regular mace, and worse than a warhammer (Which is martial, and x3). Additionally, them being exotic is a bizarre flavor choice given regular maces are simple. It also bears mentioning that the great club is a simple weapon with almost identical stats, 1h/2h considerations aside.

Moving them to a -twohand capable weapon with similar stats to the warhammer puts them in the same niche as bastard sword compared to longsword, while also providing a reasonable explanation for why they need the exotic feat; their slightly longer grip requires extra training. It also provides a -twohand capable bludgeoning weapon, which currently does not exist; piercing and slashing weapons both have one in the form of spears and bastard swords.


Heavy Flail
Currently: martial, 2h bludgeoning 3d6/x2
Suggestion: martial, 2h blugeoning, d10/19-20x2
Reasoning: This is a reversion to vanilla stats. In vanilla NWN, heavy flails are only slightly behind greatswords; they're servicable weapons that are slightly less optimal but have bludgeoning damage for when that's relevant. Their new post-hak stats however relegate them to one niche: hitting things that are crit immune. Given how comparatively uncommon that is (Crittable monsters obviously outnumbering uncrittable ones), and the extremely small extra damge a heavy flail offers in those circumstances (three extra damage a hit, over a maul), and the extra effort in aquiring a crafted weapon and an essence for it for those circumstances, the heavy flail tends to go unused - most of the time, players would simply prefer not to put the effort in and use whatever their normal weapon is against crit immune monsters.

Reverting the change back to vanilla stats however, allows those players who like the heavy flail to use it without sacrificing too much performance compared to others, the same way players can make do with longswords or battle axes vs scimitars, and mauls/great axes vs scythes.


Light Flail
Currently: martial, 1h bludgeoning d8/x2
Suggestion: martial, 1h bludgeoniong, d8/19-20x2
Reasoning: This is in line with the change to the heavy flail, both in terms of reasoning (d8/x2 is worse than a longsword or battle axe against anything that isn't crit immune, and even then isn't an improvement), as well as keeping the stats roughly in line with each other the same way that various weapon lines in NWN have similar stats (light hammers/war hammers on arelith, dagger/shortsword/longsword/bastard sword, handaxe/battleaxe/greataxe, etc). Additionally, this buff would ensure that goblins want to use their racial weapon; as it stands currently, the extra ab is usually not worth the terrible critical stats.

Light Pick
Currently: martial, 1h piercing, d4/x3
Suggestion: martial/rogue, 1h piercing, d6/x3
Reasoning: As it stands currently, light picks have a similar relationship to handaxes as light hammers do to maces/morning stars in the base game; they require martial proficiency while their competitor requires simple, but the martial weapon is also worse than the simple weapon. This change brings their stats in line with handaxes, making them equivalent and thus providing ensuring that people who want to use a light pick for aesthetic reasons (kobolds, dwarves, etc) aren't penalized for their decision. Adding the light pick to the rogue proficiency also allows for rogues to use light picks and get the same benefits with them as they do with other rogue proficiency weapons.
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garrbear758
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Re: Weapon Rebalance

Post by garrbear758 » Wed Sep 30, 2020 6:53 pm

Approved
You've done it [Garrbear], you've kicked the winemom nest. -Redacted

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garrbear758
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Re: Weapon Rebalance

Post by garrbear758 » Sat Oct 10, 2020 3:13 pm

Completed, except heavy flail which requires further team discussion
You've done it [Garrbear], you've kicked the winemom nest. -Redacted

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