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Weapon Specializations


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While I do like the idea of the current weapon specializations, as they do essentially give you more bang for your buck, there's not enough of them, or just ones that fit the kinds of characters I want to make.

For example, I wanted to make a character that specialized in something simple like daggers and short bows, but there was no such combination. While I know I could pick another specialization that includes the other kinds of weapons I want to use, I feel sort of punished for wanting to go "outside the mold" of the different types, even though what I'm looking for is fairly normal.

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Ditto.  I was going to start a thread to discuss talents in general, but I'll just put the notes I made as I was playing here instead:

 

 

The weapon focus talents - I feel like the preset groupings are maybe a bit too restrictive.  Having the mace, which I see as not a weapon that requires a ton of skill, in with the rapier as "Noble" weapons seems off, and in general I'd like to be able to customise what weapons I'm specialising in more.  It does make sense from a lore perspective that some weapons could wind up grouped together based on what someone from a given background would be likely to learn, but... my peasant wouldn't be good with a mace or a club?  One is a weapon nobles are typically good with, and the other, ruffians?  It feels artificial.

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The Ruffian Group is actually missing a bow or cross bow, too.

But it's got a club/stiletto combo+gun)

I see the dreams so marvelously sad

 

The creeks of land so solid and encrusted

 

Where wave and tide against the shore is busted

 

While chanting by the moonlit twilight's bed

 

trees (of Twin Elms) could use more of Magran's touch © Durance

 

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The thing I'm bothered with about the talents is that I have no means to confirm if they work or not in the beta.

I see the dreams so marvelously sad

 

The creeks of land so solid and encrusted

 

Where wave and tide against the shore is busted

 

While chanting by the moonlit twilight's bed

 

trees (of Twin Elms) could use more of Magran's touch © Durance

 

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As far as I noticed, there aren't any fighting style specializations, either. Either you begin with two one-handed weapon, 1h+shield or a 2h and that's it. Maybe those will be added later, but I think it was kind of a valid point for D&D, DSA, etc. to have such techniques as skills, with bonuses given to the fighting style. Just my opinion, though.

Yay, my badge :3

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