Maybe but the Greatbow has been created from the Longbow exactly as I created the Katana out of the Longsword: increase the average damage by 1 point and reduce the critical multiplier (or critical range) by one. For Recurve, you get a slightly lower average damage than with Greatbow, but in exchange you get a slightly longer range and a more reliable damage distribution. So I guess Longbow, Greatbow and Recurve are about the same.Recurve and Greatbow are maybe too weak compared to Longbow and Warbow
Again, you've found a score difference! You're awesome.There's something funky about the spears.
Actually you still deal double damage if you're doing the attack as an attack of opportunity. So if you manage to catch someone charging, you get the bonus even if you haven't set ready versus approach. Granted, it doesn't happen if it's your character that they're charging against.If the spear weapons had a passive bonus against charging, then they'd be good, but since you have to use an action to ready for a charging opponent(instead of, say, shooting with a bow), they seem fairly weak
Good point! I think that the semi casters will be worthy characters too, with the high caster level. A Paladin's heal will cure as much as a Cleric's heal. And Harm will deal as much damage as if cast by a cleric.you can actually make an elven fighter that's very useful, thanks to the Battle Cunning feats. A rapier or such weapon is good when they have high dex and int, meaning weapon finesse and good critical damage.
Waterd103 wrote:Something that worries me is that i see lots of weapons, maybe you said it somewhere, how you are gonna do with the specialization problem? There is something horrible in games that is, maxing out the use of X weapon on feats, and then finding not such a weapon. Are you removing the feats?, drops are gonna be feat based? I know you are removing crafting which was a solution (despite it creates other problems). Or you depend on module maker telling the player, what weapons he is gonna find in his world?
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