When I was designing a character who multi classed from Samurai into Gloomstalker Ranger to make a more historically accurate Shinobi, I chose a Tetsubo ( the more traditional name for a Kannabo) as my weapon of choice but flavored it as it looking like a " 1 1/2 inch thick, 4 ft. long cane with iron bands, a ring cane top and an iron cap for a foot." The GM asked why I wanted a great club and I said 5 things. " knee caps, armor plating, a combination of extraction and infiltration tool, and a mundane item everyone overlooks because it's somthing a civilian would use as an all purpouse tool and walking aid.". He okayed it and rued the day he did. I used it as a battering ram, a door wedge/ door bar, a climbing aid, a walking stick, a " you will move now, I was not asking" leverage aid, an interrogation tool, an anti armor and anti cavalry weapon ( historically accurate anti horse weapon), and a tent pole for a bank line shelter to name but a few uses. I also bought 50 ft. of " small diameter rope" that I used as a quick release handle wrap for utility and "bushcraft" purpouses.
@alkemyst337
Жыл бұрын
These are all good suggestions that would make the weapon stand out. Also there's still a niche for people who want to take the crusher feat if you really want to launch targets with your melee attacks! Martials could usebthe boost anyway
@gratuitouslurking8610
Жыл бұрын
One thing I quickly noticed when working on my own personal rebalance was the Greatclub was one of the few examples of a two-handed weapon without a Heavy property, sitting in a similar slot as the Battleaxe. In my case I gave it similar buffs to the Mace video, granting it the knockback capability based off your advise then. I'd be interested in seeing what you'd do with whips or flails in particular. I personally like the idea of flails for martial types but 5e's flails (and the lack of upgrades with em like a greatflail) are sadly lackluster for a martial weapon, and whips really shoulda been a simple weapon imo with some various special moves to boost disarm and trip actions.
@ARSP333
Жыл бұрын
Funny thing, is that I rarely see the great club in use in most fantasy RPGs, people who want to slam somebody with a heavy weapon would use a Maul or similar weapon. But I do like that you are giving it some attention. Perhaps there needs to be a way to make clubs cooler looking.
@WolfHreda
Ай бұрын
After playing Dark and Darker for a bit, I realized that the Bard in that game can use three of their instruments as weapons. The drum can be thrown, the flute can be used to block/parry and counter (it's very funny to watch), and the lute can be used as a club. So, I immediately made a Dwarven Bard and reflavored his greatclub into The Stonesong Lute, a family heirloom instrument carved from stone and capable of inflicting a nasty knock to the head without going out of tune.
@AngelCanseco1
4 ай бұрын
I love the idea of using this with a lil kobold
@oldmanandrew
6 ай бұрын
I’m gonna homebrew a Geatclub now. I have a hypothetical Cleric that needs one.
@foolycoolytheband
4 ай бұрын
Give the great club the heavy property so it quilfies for great weapon master.
@kurtacus3581
9 ай бұрын
An alternative i would give instead of making it a 1d10 weapon is to instead make it a 2d4 weapon. This would make it stand out against the quarterstaff in terms of damage. It would also synergize well with great weapon fighting, giving it more opportunity to trigger. This would also parallel the maul by having it be a 2 damage dice weapon but just be one dice size down.
@Kingfisher_2376
6 ай бұрын
Another point to consider is that the Greatclub also serves the equivalent roll of a two-handed mace, much like the Flemish Goedendag. It could also see it functioning as the ideal stat block for the modified Threshal, a reinforced flail used by Czech peasants during the Hussite Wars. In most cases, these weapons, like the Kanabo, were favored for their ability to overcome Plate Armor, so I could see the Greatclub gaining some kind of "Anti-Armor" property. In fact, most of the metal-headed bludgeons would provide some kind of counter to armor. Sadly, a good 'anti-armor' mechanic would depend on some fundamental changes to the way that Armor itself works. Perhaps splitting its features into Evasion and Damage Reduction, with weapons like the Greatclub and Maul dealing full damage through Armor when it hits. It's not an ideal solution. That aside, I don't think the Greatclub makes a lot of sense as a "Reach" weapon. Many of the closest examples we have for the greatclub are too small to cover nearly as much distance as a true polearm, and trying to do so would come at the cost of their anti-armor capabilities or their balance. It also threatens the Quarterstaff, which I would argue does deserve the Reach property...
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