All classes have default weapons, but we never talk about combined weapons.
Should they be allowed? How do you implement them in the game?
All classes have default weapons, but we never talk about combined weapons.
Should they be allowed? How do you implement them in the game?
You first. Be detailed and specific.
Based ayyysplainer forcing bumpgay OP to be less of a homosexual.
Well, I was thinking that everyone should have a weapon that helps them in melee and ranged, except magic users, screw those spiritual pussys.
Do you know what detailed and specific means?
what shitty post, frick you
aren't you just bumping the thread and being part of the problem by posting this instead of ignoring it? you're still bumping the thread bit your trying to be smug about it
>he doesn't know how to post without bumping
Typical
yeah but if I want to keep a shitty thread up why wouldn't I just reply to your sage to keep the appearance of conversation up thereby bumping the thread and keeping it up anyways? so again why even comment at all if you hate the thread so much
You would do that, anyway.
I once made a list of combined weapons, plus improvements to the firearms we homebrewed for 5E. We never did use the combined ones though, so they weren't playtested.
>Martial ranged
>Rapier-pistol
>1d8 piercing (melee), 1d10 piercing (ranged); 100 gold coins, weight 4 lbs; properties: Ammuniton (range 30/120), loading, special
>Axe-pistol
>1d8 slashing (melee), 1d10 piercing (ranged); 100 gold coins, weight 4 lbs; properties: Ammuniton (range 30/120), loading, special
>Mace-pistol
>1d8 bludgeoning (melee), 1d10 piercing (ranged); 100 gold coins, weight 4 lbs; properties: Ammuniton (range 30/120), loading, special
>Special: when someone hits an enemy with the melee attack, may shoot the same target with the ranged attack as a bonus action. This is considered also a melee attack.
As long as they have drawbacks to explain why every single person out there isn't also using one, sure.
But I feel most systems won't have the granularity necessary for you to come up with a slight aiming disadvantage or whatever for your axe pistol, so I don't know how practical it would be to implement those drawbacks.
>As long as they have drawbacks to explain why every single person out there isn't also using one, sure.
I'd propose just making them less effective at either role than specialized weapons of the same cost/quality: OP's pic for instance would be less effective than a regular axe, and likewise less effective than a regular gun.
Yup, that's what I'm saying. It is the most logical path for sure.
Every single person is using them.
>All classes have default weapons
Hmm, I wonder...
Artificer: Some spring-loaded something-or-other that shoots out their ass.
Barbarian: Greataxe
Bard: Rapier?
Cleric: Mace
Druid: Scimitar, which I don't care, it makes no sense.
Fighter: Longsword and shield, or greatsword, or two swords
Monk: Fists
Paladin: Greatsword, or longsword and shield, or lance
Ranger: Bow and arrow
Rogue: Dagger
Sorcerer: Quarterstaff?
Warlock: ...also quarterstaff?
Wizard: ...still a quarterstaff?
If you want your gun to be a melee weapon, you should probably make it a stabbing weapon, like with the addition of a bayonet, rather than an axe. Turning it into a spear-like weapon seems less likely to accidentally frick up the mechanism of the firearm than swinging that motherfricker like an axe.
Obligatory RWBY post.
What is rwby?
Extreme tl;dr: autistic Chinaman watched Advent Children and went on to teach himself combat animation, earning fame for celebrity deathmatch animations (Haloid is Master Chief vs Samus and Dead Fantasy is Dead or Alive vs Final Fantasy). He got hired by Rooster Teeth and did some combat animation for Red vs Blue, then got given the green light to make his own series. What he made was a wuxia fantasy setting that was basically "What if Hogwarts trained Devil May Cry characters instead of wizards?" Nearly every melee weapon is also gun. His initial idea was 'what if you could incorporate firearm recoil into a crazy martial art instead of just having guns and swords coexisting?'
It was an autistically fun good time for a while, but then he died and the people who inherited the show ran it into the ground.
Here's the original trailer, which was also his pitch to Rooster Teeth, which he made in a week.
>the master chief vs. samus guy is dead
man
It truly is the worst timeline.
That said, he did have two apprentices, so to speak. Shane Newville and Dillon Gu.
the only thing I remember about the master chief vs samus is that the end reveals it's not actually master chief but some booba spartan girl
I think you should make your game however you want. You want combined weapons? Do it.
How do I do them? You aren't going to like it. I'll detail it in another post.
( )
The first thing to understand is that I do classes differently. You don't pick to be "the weapons guy for all weapons" or "the magic guy for all magic", and you get to choose more than one class. Each class pertains to one weapon or one form of magic.
Another thing to understand is that I have weapons treated as one, even when there's more than one piece; so a shield combined with a sword adopts the sword and shield combination. A mace combined with the shield would similarly result in the mace and shield combination.
The combination aspect I personally like, though, uses the staff as a base. The staff can be linked with almost any weapon to create a stronger version that uses both staff skills and the skills of the other weapon, and has a number of unique skills of its own.
So linking staff with mace would create the war maul, which ripples damage throughout a target's body if it resisted being pushed by the attack.
>classes
Could've said you just wanted trick weapons you soulshomosexual
Anima has specific rules for combo gun-weapons.
Hybrid Weapon
2 hero points
Whatever the method, applying this Pro to an existing weapon allows it to be used as both a melee weapon and a ranged weapon. Describe the specifics when you purchase it. Roll Might + the weapon's Gear Bonus when using it to make a melee attack, and roll Agility + the weapon's Gear Bonus when using it to make a ranged attack.
>How do you implement them in the game?
Directly between the Hun's ribs.
>Should they be allowed?
I don't see why not.
>How do you implement them in the game?
You have two unergonomic shitty meme weapons in one item for no real advantage whatsoever unless the ststem is granular enough to make a meaningful difference in drawing another one vs flipping your meme gun over. As for mechanically how, most systems have some sort of mechanism to represent shoddy weapons.
It stabs, it cuts and bashes, all for you adventuring needs.
>stabby
>armor piercing (plate)
>shield/helmet removal
Billhook chads where you at
I am currently using a rifle as a quarterstaff on my Monk___, with the caveat that a natural 1 on a melee attack disjoints the barrel, causing -5 to ranged attacks until it can be fixed over a long rest. This is definitionally a combined weapon even though it is not a "gunblade" or anything like that.
>some larpy gimmick axe-musket with piddle frick short barrel
>not just turning your long musket into a short pike and winning the field with the point of your bayonet like they did for over a century
>not just carrying a separate axe or sword
Brainlet. Combined weapons literally never work outside of exceptionally niche circumstances.
92094934
Check the archive
A new player joined our PF2e game recently and he chose the gunslinger way that focuses on combination weapons. He's played one session so far but I'm not very impressed with the way. It doesn't help that he completely fricked his stat array by investing into intelligence and charisma (the dump stats of the system) and ignored constitution, so he has as much HP as my witch does.
Any good RWBY tabletop systems? I just know of the one that's called something like "Unofficial RWBY RPG", uses d10s.
My first thought was the RWBY weapons too. The setting might be pretty good for a TTRPG, but the show was always mediocre but somehow got awful.
Hello
I like how GURPS handles its ranged weapon usage in melee, with pistol whipping drawing off Brawling skill and rifles being Quarterstaffs or Spears if they're bayonetted