History ImprovisedWeapon / TableTopGames

8th Nov '16 5:47:47 PM nombretomado
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** In 4th edition, the Arena Fighter can use anything as an improvised weapon with a fair degree of skill. There's also the Belt of the Brawler, which allows the wearer to use any improvised weapon as though it were a club. Combine that with the Iron Soul Monk and you're basically JackieChan in a ladder factory.

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** In 4th edition, the Arena Fighter can use anything as an improvised weapon with a fair degree of skill. There's also the Belt of the Brawler, which allows the wearer to use any improvised weapon as though it were a club. Combine that with the Iron Soul Monk and you're basically JackieChan Creator/JackieChan in a ladder factory.
30th Oct '16 10:57:17 AM nombretomado
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* Besides the normal improvised weapon rules ''{{GURPS}}'': Powers spends two whole pages on the effects of using improvised weapons that are bigger than you are (like cars, or I-beams).

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* Besides the normal improvised weapon rules ''{{GURPS}}'': ''TabletopGame/{{GURPS}}'': Powers spends two whole pages on the effects of using improvised weapons that are bigger than you are (like cars, or I-beams).
16th Oct '16 4:54:31 AM Morgenthaler
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* ''{{Pathfinder}}'' takes improvised weaponry to a whole new level with decent damage dealt with improvised weapons in general (based on their size compared to actual weapons), rather easily accessed feats to remove attack penalies when using improvised weapons, and a lot of classes have archetypes that give some of these feats for free with other benefits. One notable example is the Makeshift Scrapper, a modified Rogue who forgoes trap detection to focus on fighting with anything available, even getting bonuses on attack rolls with improvised weapons rather than penalties.

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* ''{{Pathfinder}}'' ''TabletopGame/{{Pathfinder}}'' takes improvised weaponry to a whole new level with decent damage dealt with improvised weapons in general (based on their size compared to actual weapons), rather easily accessed feats to remove attack penalies when using improvised weapons, and a lot of classes have archetypes that give some of these feats for free with other benefits. One notable example is the Makeshift Scrapper, a modified Rogue who forgoes trap detection to focus on fighting with anything available, even getting bonuses on attack rolls with improvised weapons rather than penalties.



* ''MutantsAndMasterminds'' includes rules for improvised weapons, as well as a couple of feats to make them more effective. However, a super-strong character is likely to destroy whatever they were holding after a swing or two.
* The weapon charts in ''Post-Apocalyptic Hero'' (5th edition HeroSystem) include such items as parking meter maces and "swords" made by sharpening the edge of a traffic sign pole. Well, it ''is'' post-apoc.

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* ''MutantsAndMasterminds'' ''TabletopGame/MutantsAndMasterminds'' includes rules for improvised weapons, as well as a couple of feats to make them more effective. However, a super-strong character is likely to destroy whatever they were holding after a swing or two.
* The weapon charts in ''Post-Apocalyptic Hero'' (5th edition HeroSystem) TabletopGame/HeroSystem) include such items as parking meter maces and "swords" made by sharpening the edge of a traffic sign pole. Well, it ''is'' post-apoc.
26th Aug '16 3:26:34 PM FordPrefect
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* Inverted with the Cargo Launch ship in''TabletopGame/StarRealms''. It was originally developed as a combat drone, the Star Empire used it for hauling cargo instead. Which is a surprise - as the Empire faction tends to focus mostly on combat.

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* Inverted with the Cargo Launch ship in''TabletopGame/StarRealms''.in ''TabletopGame/StarRealms''. It was originally developed as a combat drone, the Star Empire used it for hauling cargo instead. Which is a surprise - as the Empire faction tends to focus mostly on combat.
26th Aug '16 3:25:39 PM FordPrefect
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* The ''TabletopGame/BattleTech'' HumongousMecha wargame has rules to allow the 'Mechs to pick up arms and limbs that have been shot off other 'Mecha (although, there's nothing stopping a 'Mech using it's ''own'' amputated leg, come to that).

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* The ''TabletopGame/BattleTech'' HumongousMecha wargame has rules to allow the 'Mechs to pick up arms and limbs that have been shot off other 'Mecha (although, there's nothing stopping a 'Mech using it's its ''own'' amputated leg, come to that).
30th Jul '16 11:03:56 AM nombretomado
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* In the Urban Arcana setting for {{D20 Modern}}, there is an advanced class called the Street Warrior that gains proficiency with improvised weapons and at later levels can do extra damage as if it were a size category larger.

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* In the Urban Arcana setting for {{D20 TabletopGame/{{D20 Modern}}, there is an advanced class called the Street Warrior that gains proficiency with improvised weapons and at later levels can do extra damage as if it were a size category larger.
23rd Jul '16 5:14:48 PM NozzDogg
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* Every native Iote weapon and device in ''TabletopGame/RocketAge'' is an improvised weapon, made from whatever scrap they were able to find. Don't laugh though, their zip guns, crossbows and slingshots will end you if you underestimate them. Io might have the lowest technology level of the entire solar system, but the Iotes have more natural technical aptitude than practically anyone else.
21st Jun '16 5:21:55 AM FlashRebel
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* {{Pathfinder}} takes improvised weaponry to a whole new level with more damage dealt with improvised weapons in general (based on their size compared to actual weapons), rather easily accessed feats to remove attack penalies when using improvised weapons, and a lot of classes have archetypes that give some of these feats for free with other benefits. One notable example is the Makeshift Scrapper, a modified Rogue who forgoes trap detection to focus on fighting with anything available, even getting bonuses on attack rolls with improvised weapons rather than penalties.

to:

* {{Pathfinder}} ''{{Pathfinder}}'' takes improvised weaponry to a whole new level with more decent damage dealt with improvised weapons in general (based on their size compared to actual weapons), rather easily accessed feats to remove attack penalies when using improvised weapons, and a lot of classes have archetypes that give some of these feats for free with other benefits. One notable example is the Makeshift Scrapper, a modified Rogue who forgoes trap detection to focus on fighting with anything available, even getting bonuses on attack rolls with improvised weapons rather than penalties.
21st Jun '16 5:20:20 AM FlashRebel
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* {{Pathfinder}} takes improvised weaponry to a whole new level with more damage dealt with improvised weapons in general (based on their size compared to actual weapons), rather easily accessed feats to remove attack penalies when using improvised weapons, and a lot of classes have archetypes that give some of these feats for free with other benefits. One notable example is the Makeshift Scrapper, a modified Rogue who forgoes trap detection to focus on fighting with anything available, even getting bonuses on attack rolls with improvised weapons rather than penalties.
11th May '15 6:11:56 PM JamaicanCastle
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** Golems in ''TabletopGame/PrometheanTheCreated'' can gain the ability to double or ''triple'' their (usually already formidable) Strength for the purposes of lifting -- taking them into the realm of picking up I-beams, trucks, or 16-ton weights. An upgrade to that ability lets them swing or even ''throw'' these massive objects without penalty, with predictable results.
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