Give me a weapon fit for a Samurai!

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CatharzGodfoot
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Post by CatharzGodfoot »

The best 'fix' for the samurai that I've ever seen is the following weapon:

Katana [exotic, one-handed, sword]
Cost: 2,400,000¥ (60 gp).
Damage: 1d8 piercing or slashing
Critical range: 20.
Critical multiplier: 4.
Special: Can be wielded in two hands as a martial weapon.
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Drive in reverse
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Maxus
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Post by Maxus »

I've done along those lines. 2d6 with a x3 multiplier as a two-handed weapon.

Because Samurai can really stack up the flat damage bonuses and that's where Kiai gets a lot of strength.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
infected slut princess
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Post by infected slut princess »

Avoraciopoctules wrote:Rogues and Barbarians deal half level in bonus damage dice with their special attacks. If that isn't level appropriate, then significant changes to lots of classes are called for. Samurai deals a quasi-flat amount of damage based heavily on the weapon chosen. Samurai has the additional restriction that uses per day of their damage bonus are limited, so one could argue for something better based on this.
I think that's okay. Rogues and barbarians get that extra dmg on almost all attacks. Samurais get a big dmg boost but on a more limited basis.

Sometimes parties will only fight one or two encounters per day in certain adventurers, but those encounters will often be tougher on average because they are fewer in number. So it's okay to burn through a lot of KIAI attacks in this situation.

In a scenario where you are expected to fight, say, seven encounters in a day, the average encounter will be easier. I think that's okay also, because you can stretch out our KIAI usage.
So. The main question to ask yourself is how much better the samurai should be than the Barbarian or a similar class if it refuses to fight more than one encounter per day. Also how comfortable you are with a STR 14 Samurai getting the ability to make attacks that deal 8d6+12 (average 40) damage before taking other modifiers into account at level 3.
Anyone who refuses to fight more than once per day on principle is a loser who fails most adventures. "I burned all my KIAI! attacks in the first fight, we have to leave the dungeon and let the necromancer complete his ritual that kills everyone on the planet."

The resource management aspect of KIAI! is interesting and I like how it is different than simply adding xd6 dmg to attacks like Barbarians and Rogues do.
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Avoraciopoctules
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Post by Avoraciopoctules »

Cool. In that case, mercurial swords should be fine for keeping samurai with iconic weapons viable.
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OgreBattle
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Post by OgreBattle »

What if your samurai had a sword that was made out of scythes
Image
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