Talk:Heavy (3.5e Equipment)

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Weapon Weight[edit]

I like. Perhaps have an increase in actual weapon weight? 1.5 I figure sounds right. -- Eiji 19:02, 16 May 2008 (MDT)

I can understand that, but the correct proportion would be about 1 and 1/3, since thats the conversion factor between 1.5 and 2, so maybe more like 1.25? --Valentine the Rogue 17:12, 17 May 2008 (MDT)
I have no idea on the math. 1.5, 1.25, whatever works. -- Eiji 17:25, 17 May 2008 (MDT)
1.25 seems alright. --Valentine the Rogue 17:34, 17 May 2008 (MDT)
how does this affect people who already use 2x their str mod with a weapon(Uncanny Blow, Exotic Weapon Master). It seems like this should have more of a draw back than a prereq of 12 str, as anyone who would use it would already meet that, maybe instead impose a -2 penalty to the attack roll or something.--Ganre 23:59, 17 May 2008 (MDT)
Thats up to interpretation, since I don't use the Exotic Weapon Master. You could make it x2.5 or x3 instead, or it could just not be used. As for the strrength requirement, most of the weapons this would be effective with do have a strength requirement and the additional +1 strength bonus requirement about covers the additional strength it would take to properly handle a heavier-than-usual weapon, especially one only 1.25 times the normal weight. The 12 strength score is for things that can be used two-handed, but are less effective with this, such a longsword used in two hands. --Valentine the Rogue 14:23, 18 May 2008 (MDT)
Still, the argument stands, an item that makes your str(much) more viable should not have str as a prereq, it's something they would already have high before they decided to use it. --Ganre 16:22, 18 May 2008 (MDT)
How about Dex? In this case it's not so much using dexterity to swing gracefully as it is holding a weapon so oddly balanced just like so. It shows you know where to put your hands, it's not something too common in pure Str builds, and so it'll give a nice restriction.
Alternatively, Wis or Int for knowing how to swing the thing to get the effective balance of the weapon just so, so you can apply extra force.
I like the Dex and Int ideas. And, 14 for the prereq seems good enough. If anyone disagreements let me know. -Valentine the Rogue 18:45, 21 May 2008 (MDT)

I agree that a dex or int prereq is appropriate, but one or the other should be fine. Perhaps make both an option, 14 dex OR 14 int. --Ganre 18:51, 21 May 2008 (MDT)
Well, i thinks its more of a combination of knowing how to and being able to hold it properly. perhaps it should be 12 of both or 14 of either? -Valentine the Rogue 20:11, 21 May 2008 (MDT)


A synergistic version of this that my friend uses is called Great Weight. It overlaps Heavy and has it as a requirement to be enchanted with, costing an addition 12000 gp, but increasing the damage from strength bonus to 3 times instead of 2. Should I put it up? --Valentine the Rogue 17:36, 17 May 2008 (MDT)

2x str is really pushing the limit of broken, x3 would be an epic mod for me, +6 or bigger. --Ganre 07:03, 19 May 2008 (MDT)

Multi-Handed Wielding?[edit]

Each hand beyond the first used to wield a weapon normally adds .5 x the Str modifier to the damage. So a longsword wielded in two hands adds the Str modifier x1.5, in three hands x2, in four x2.5, and so on. Why not simply apply that mechanic for characters who already add an increased Str modifier to damage?-- 19:40, 31 July 2008 (MDT)

Exotic Weapon Proficiency[edit]

Several metals that weapons can be made of, such as gold and platinum, cause the weapon to become "heavy". When this happens, it's Damage Die is increased to the next highest level (A 1d6 weapon is now 1d8, for example). However, it causes the weapon to gain the "Heavy subtype". This means that a normally non-Exotic weapon, such as a greatsword, is now Exotic and requires the Exotic Weapon Proficiency Feat to wield, or you incur a -4 (Though it may be a -2) penalty to Attack Rolls. Could this idea be adapted to this Enchantment? If the weapon's weight is being increased by 100%, I feel it's reasonable.

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