This seems like a good idea to me.
It probably means it can't be done, but still.
It probably means it can't be done, but still.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: Egon the Monkey;248347Full Damage Death effects shouldn't kill a PC outright, but instead drop them -6 HP, mortally wounded. On Subdual, it would leave them at +4 HP. This would mean a hit and run attack would leave the victim easily finished with a Magic Missile or melee attack, but allies *could* save them in the next 3 rounds if they were fast. It would make deathspells in DM encounters less of a bolt from the blue and more of an unexpected threat to respond to.
Quote from: Big wall of text I mean wow that's huge how could that possibly be worth my time I should really skip to the bottom nowI've never liked to rely on buffs to do my damage. It's probably why I'm not a great fighter, though. That said, taking the idea that dual wielding is a matter of buffs over base damage, and double weapons help with buff economy to heart, I'm going to try and figure out good reasons to go dual quarterstaff. Because I like them.
Most arcane casters never cared about weapon properties to start with, so they'll probably continue to be the premier holders of staff-related objects, if only for the spell slots. Rogues don't tend to rely on damage buffs when they've already got sneak, and dual weapons seem an iffy choice on a mid-AB class anyhow, even without the common ones leaving you with crazy penalties for lack of feats. Fighters have feats to spare for their style of choice, so the investment in a permanent +1d2/+1d5 buff to damage power is a bit more appealing. How much more I'm not too sure, but among the many options Fighters have, Two Weapon seems to be a bit of a wash to start with. As for Barbarians, that +4 strength seems to suit a two hander more than two weapons.
So where does that leave us? Divine casters? -2 to a middling AB again, but if anyone would appreciate buff conservation, it'd be a caster, right? Paladins? Monks got unarmed AB for quarterstaff in PnP, if I recall, but I don't think that's likely here. Bards don't need to worry about effectiveness, maybe they can pick up the slack? Rangers, of course, already get dual weapon feats, leaving them one feat away from that +1d2/+1d5 goodness.
Okay, so I can't really come up with a solid reason to go for Quarterstaff over other dual weapons in a mechanical sense besides the provided 'save buffs or a feat on what you would do anyhow'. So I'd argue people who want to use it as a signature weapon. Everyone's got their greatswords and greataxes, but great just isn't enough. You want awesome. And a quarterstaff is awesome. Beating your enemies with a stick is beyond great. But there's just one problem there. You can't beat your enemy with just any stick anymore. You can't figure out how to use the stick right without a slew of feats. If you found a better stick out somewhere else, then maybe you'd be better at swinging it. But every quest you spend searching for loot is a quest you're not awesome, and meanwhile Joe Fodderbuild over there is swinging his Stick: Bigger and Also Spiky Edition, and he doesn't need to go wandering around for one. It's just that much easier. And once you finally find your awesome stick, you may find it was built with spindly wizard wrists in mind, and doesn't actually help all that much, and actually does pretty lame damage. Of course, you're crazy, because sticks are awesome, but that's what the tiny imperfections staring at you every time you're awesome do. Drive you crazy.
Now, naturally, a DM will wander along, and see you being so awesome you threaten the fabric of reality itself, and with reverent hands they will craft you a stick befitting your awesomeness. And then you will go and find Joe Fodderbuild and smack him upside the head with it, just because you can. And then you'll do it again, because that's what dual weapons are for. But before that, you will start your life not using the weapon you want to use, and as weapons are a bit part of your character when you're fighting every ten minutes, you won't be able to play the character you want to play. Once you quest enough with that character, you will be permitted to find a proper stick, and then mostly you will be able to play who you wanted, being awesome all over the place and trying not to care that you'll have to rely on some DM intervention before you can stand up to the mechanical might of Joe Fodderbuild and his one stick wonder. You might even succeed, and become loved and accepted for what you really are. An awesome person who beats things with a stick.
Of course, you may know all the mechanical tricks of the trade to put up a fight. You might be too focused on role playing and plotting to care that you can't stand up to generic builds and crush quests. You might know just where to go to get a sweet staff loot, and you and your buddies can all go out and get you geared up in no time. But here's the thing: You weren't you. You weren't a GM-wowing god of plot, you weren't an elite crushbot or part of a ground-floor concept. You were Joe Everyplayer, and you just decided that it was too much effort for too little reward. All you wanted was to do cool things while trying something new, and like the Iron Will Lionheart paladin, you decided a few feats were a fair price to pay to make your character's signature trait a bit stronger.