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Like Gadgets, an untouched pickup will remain on stage for approximately 20 seconds before disappearing, and will flash for several seconds right before it is about to do so. Weapon pickups alternate, so that your pickups are always a different weapon from the last one picked up. Otherwise, weapon pickups will spawn in random locations, typically after two consecutive gadget pickups. The first weapon pickup's spawn is dependent on the gamemode in 1v1 modes, the first pickup will spawn in the center of the map, and in 2v2 modes, a pickup will spawn on each side. When interacted with by a Legend, these turn into weapons, which can be used in combat.
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Weapon pickups are flaming swords of light that will appear at random intervals at random places within the map while brawling. Greatsword - A large, two-handed sword with a unique moveset that allows for powerful light attacks and many string possibilities. Orb - An unconventional magic-based weapon that's easy to control with quick attacks. Scythe - A weapon that features “Active Input” on a number of its attacks, most possessing grappling effects, for unpredictable combos.Ĭannon - A heavy-hitting weapon with surprisingly nimble blows and a wide range of attack. Gauntlets - A fast, close-range, low damage weapon with light attacks that easily connect with other attacks that physically move your opponent. Katars - A fast, close-range, dual knife-like weapon, with attacks that have little knockback but can be easily strung together.Īxe - A big, relatively slow, heavy-hitting weapon with large knockback.īow - A ranged weapon with a projectile that shoots out surprisingly fast. Spear - A quick weapon with a relatively far range that can easily knock opponents around.
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Rocket Lance - A rather invasive weapon with a lot of power. Sword - A short-ranged melee with an arsenal of rapid, small attacks with decent knockback.īlasters - A dual-wielded gun-like weapon with long-range attacks that can be strung together. you may draw throwing weapons as ammunition.Grapple Hammer - A bulky brute-force weapon with a few grappling properties. You may use ranged weapons with the light property to make your off-hand attack. The twf style feat could now be: you may add dex bonus to attacks with the off-hand weapon. You can rewrite the first point to allow non light off hand weapons and the second point to: if your off-hand weapon is light, you gain a +1 bonus to AC if you have less problems with two big swords. So this way, a str based character still has some advantages.
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you may draw two weapons with your free object interaction. if you use a dagger or hand axe in the off hand and you are not wearing heavy armor, you get a +1 bonus to AC. Your main hand may be any one handed weapon. Maybe swapping the feat and the fighting style would be a good idea with a little rebalance. The twf style is just badly balanced in my opinion as you deal quite a lot damage early and fall back later. It's not for me, especially for a thread where the TWF Fighting Style wasn't the question, but TWF for anyone, through the rules on p195. Based on the maths here, it is consistently OP especially as you rise in level). Plus, with every extra attack roll made there are extra opportunities to Crit or have on-hit effects.Ī house rule should scale right up through the levels to work well IMO.
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It's not too bad at only 5th level with one extra attack, but it starts to accelerate a lot as you go up to more extra attacks, regardless of your mod (though your model flattens in regards to mods somewhat). In all but one case your house rule increases damage. I may have misunderstood your intent, but have not resorted to "L2R" style childish comments. I wasn't trying to be patronising, I was trying to show clarification.
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