Welcome, Guest
Username: Password: Remember me
  • Page:
  • 1
  • 2

TOPIC: How does weapon equipping work?

How does weapon equipping work? 4 years 7 months ago #13

Alexa LeVeque wrote: I know you can have say a dagger and a bow, but can you bring in weapons that you didn't put on the mat at the beginning and swap them out mid-dungeon?


Welcome! Here's how it works:

Basic Rules:

Each class can only use certain weapons, the ones they can use are written on the weapon token. If a token has no classes listed on it, then all classes can use it.

Each class may equip a melee mainhand weapon and a ranged mainhand weapon during coaching when you lay out tokens on the mats. The tokens you select at this time effect the to-hit bonus recorded on the party card.

You may swap weapons between melee and ranged, or between different melee or ranged weapons than you equipped in coaching during the dungeon by using a free action. You get one free action and one standard action each round in combat.

Details for Ranger and Monk:

Rangers and Monks may both use 2 melee weapons in combat.

Rangers must slide two pucks in melee. Rangers "off hand" melee weapon must be usable by both Ranger and Rogue.

Monks slide two melee pucks while making a "flurry of blows" attack. Whether or not a weapon is "flurry of blows" compatible is listed in the Token database: tokendb.com . Monks are unique in that they may attack bare handed, by sliding empty pucks, in this case their damage is determined by numbers on the puck themselves.

Other Stuff

There are a bunch of other corner cases not covered here, like set bonus equipping rules.

Please Log in or Create an account to join the conversation.

How does weapon equipping work? 4 years 7 months ago #14

Alexa LeVeque wrote: Are we allowed to equip a weapon in our mainhand and offhand and bring in alternate weapons?

clipped from the Player's Handbook:
There is no hard limit on the number of tokens a player can carry into the dungeon, but practically, you (as a real person, not your character) can only carry so much.

All worn items (equipped tokens) must be worn by your character for the entire adventure and cannot be swapped out for different pieces. However, hand-held items may be swapped during the adventure. "Hand-held" refers to things you would hold in your hand like weapons, wands, shields, and other off-hand items. (Don't confuse "hand-held" with things that are worn on the hands like gloves or rings.) Swapping a hand-held item requires a Free Action to perform.

Sometimes you may want to have a backup weapon to use only under a particular circumstance. E.g., you may want to have a silver weapon to wield only when fighting were-creatures or a +1 Mithral Long Sword to use when attacking ghosts.
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
If I write something in teal, it should not be taken seriously

Please Log in or Create an account to join the conversation.

How does weapon equipping work? 4 years 7 months ago #15

Also, worth noting, from Player's Handbook page 67:

When a set bonus is achieved by equipping a weapon, shield, orb, or anything held in (not worn on) the hand, the hand-held item is “locked in” for that mode of combat. Therefore: • If you equip a hand-held item in a melee slot to fulfill a set bonus, you must keep that specific hand-held item equipped if you choose to engage in melee combat. • If you equip a hand-held item in a ranged slot to fulfill a set bonus, you must keep that specific hand-held item equipped if you choose to engage in physical ranged combat. You may temporarily swap one or both hand-held set-piece items (either melee for ranged or ranged for melee) and maintain the set’s bonus. However, the bonuses granted by the individual “lost” item(s) won’t apply. E.g., a ranger using SCEPTER, ORB, and BOOTS OF MIGHT to gain a level may swap out the scepter and orb to use a ranged weapon, but may not use any other melee weapons. During the swap-out, the ranger loses the +2 Strength bonus granted by the ORB OF MIGHT, but maintains the +1 level granted by the Might set. Set Bonuses and Duplicate Weapons To qualify for a set bonus, the set’s quota must be filled with unique items if the items are Ultra Rare or lower in rarity. E.g., a ranger may wield two +1 MITHRAL LONG SWORDS, but they only count as one when it comes to qualifying for the Mithral set bonus. However, if both of the set weapons are either Relics () or Legendaries, they count as two items toward the set’s quota.
Cabal

Please Log in or Create an account to join the conversation.

  • Page:
  • 1
  • 2
Time to create page: 0.072 seconds