Talk:Captain's Sword (5e Equipment)
I think this page needs a bit of a rewrite, so I'll proceed on that. If I change anything you like, let me know, or just fix it. --OwenLeaf (talk) 18:28, 10 November 2014 (MST)
- You seem to have this ability to take crap and turn it into gold. You can definitely stay :) Marasmusine (talk) 01:52, 17 November 2014 (MST)
So my work is crap, that is encouraging. May i please know why? Azernath (talk) 11:22, 17 November 2014 (MST)
- I think it was the grammar, description, concept and mechanics that I found confusing. I think there's something wrong with my brain, sometimes when grammar is poor enough it scrambles the whole passage for me. Fortunately Owen was able to see something in this, what do you think of the changes? Marasmusine (talk) 16:11, 17 November 2014 (MST)
I for one like the way he put the description of the items, and for the concept and mechanics i had something that resemble it but yet again i lacked the proper description to use, but please by all means if you can help this noob then i will be grateful. P.S. I only started D&D this year with the 4th and English is not my first language those are the reasons just so you know :) Azernath (talk) 13:30, 18 November 2014 (MST)
- I only started D&D this year as well, around the time that the 5e starter set came out. I was lucky enough that my dad was able to get me some old AD&D books, and reading through those really sparked my interest in the game. With school, drums, my social life, and karate, D&D is hard to fit in, but I try my best. All it really takes is a creative mind and you can really get into D&D, no matter your age or first language. :) --OwenLeaf (talk) 14:14, 18 November 2014 (MST)
That is true that is why i started DM with my Friends and made these suggestions so i can add them in my game. But let us start talking about the thing that we are here, what do you think of my ideas? I made a new class an Inquisitor nothing in it yet but i have some ideas, what do you think we should add in it? Azernath (talk) 13:45, 18 November 2014 (MST)
- I think an Inquisitor would have skills such as Wisdom(Perception) and Intelligence(Inspection). --OwenLeaf (talk) 16:36, 18 November 2014 (MST)
I agree but an Inquisitor is not only the one who find heresy but also the one who punish the heretic with fire, so the Inquisitor abilities have to related to fire, pain and torture. Azernath (talk) 16:05, 18 November 2014 (MST)
- If the Inquisitor is an interrogator as well, he needs some abilities such as Deception, Intimidation, and Persuasion. --OwenLeaf (talk) 13:25, 19 November 2014 (MST)
- Creating a class is a huge undertaking, might I suggest trying to make an option for an existing class first? You could make it a clerical domain, or a paladin's oath. Marasmusine (talk) 15:47, 19 November 2014 (MST)
True, to do so we must have these classes in the wiki, so since we can't do that either then we must make our own classes so we can work with them. Azernath (talk) 20:35, 19 November 2014 (MST)
- The cleric and paladin are in the Player's Handbook: they don't need to be in the wiki. You just make a page for the class option, e.g. Oath of Inquisition (5e Paladin Variant), and you write about the Oath Spells, Channel Divinity powers, and the features for 7th, 15th and 20th level.
- I prefer this method because it's how WoTC have rolled in a lot of classes: the "ninja" is a path for the Monk, the Arcane Trickster is a path for the Rogue, etc. Marasmusine (talk) 00:45, 20 November 2014 (MST)
So you are saying the Inquisitor should be a class option? it is an idea but i say let us take votes, it your creation as much as it is mine. Who think we should make it a new class and who think we should make it a class option? Azernath (talk) 00:20, 20 November 2014 (MST)
- It's your decision in the end :) If you go for Class, just be aware of the workload involved in creating and playtesting it. 90% of the classes started here are abandoned incomplete. 77.98.213.151 07:45, 20 November 2014 (MST)
First, It's yours all and you have more saying then me because you have more experience then i do.
Because if so then ----->
I thought Knight's Fall would be better as an evil sword, and I had really liked what I had done to it. I'm honestly thinking that maybe we should undo your edit, because a) it doesn't make very much sense and b) It's way too long. If you can defend your edit, you can keep it, but again, I think it's better without your edit. --OwenLeaf (talk) 08:51, 24 November 2014 (MST)
- I will change it to another name and put Knight Fall back but let me do it. I just needed a sword to name for my game so don't worry i got it. Azernath (talk) 10:49, 24 November 2014 (MST)
I'm eager to see if there's anything like masterwork weapons in the DMG. Marasmusine (talk) 11:18, 24 November 2014 (MST)
When I think about my idea for The Oculus, I think it would be better as a separate magic weapon. If it's ok, I'll move it to there. --OwenLeaf (talk) 19:43, 24 November 2014 (MST)
- you can do so but if you can try to make it more of a type of a magical sword then a specific sword.
- P.S. Does any one know how to change a race name from the wiki? Azernath (talk) 21:03, 24 November 2014 (MST)
- You can use the "Move" tab at the top of the screen. Marasmusine (talk) 02:35, 25 November 2014 (MST)
I preordered the DMG yesterday and ordered the MM and PHB. I honestly can't wait until they come! The DMG in particular looks like it'll be awesome. --OwenLeaf (talk) 07:32, 29 November 2014 (MST)
I think this should be 1d12 to make up for its rarity. --OwenLeaf (talk) 21:25, 30 January 2015 (MST)
- A light d12 weapon boggles the mind. These things can be dual wielded. To me, even d10 is too much for an off-hand weapon. I know this is fantasy and everything, but this is still a "mundane" weapon. Marasmusine (talk) 01:28, 31 January 2015 (MST)
- Let's take another look at this. I can accept that we can have a rare, unpurchasable weapon that is a step better than a normal weapon. Sure, a longsword that deals 1d10(1d12) instead of 1d8(1d10), okay. But here we have that improved longsword that is also finesse and can be used off-hand. I also find a versatile light weapon very odd. The Light property is there for a weapon to be used off-hand when dual-wielding. This is at odds with the versatile two-handed use. Isn't it pointless having both except for a few edge cases (I'm dual-wielding and my primary weapon was disarmed?). Marasmusine (talk) 03:11, 31 January 2015 (MST)
The Damage of the sword is just right because it is rare, and if we made the sword damage is going to be 1d12 what is the versatile damage going to be? And because some people thinking it is to good we can say that the weapon is too strong we can say it can't turn magical or can't add any magical property to it by spells or any other ways. Azernath (talk) 14:22, 31 January 2015 (MST)
The description takes pains to describe these swords as non-magical, but then goes on to describe effects that can only be magical in nature. Let's just abandon the pretense and make this a magical item. Marasmusine (talk) 05:32, 25 March 2015 (MDT)
- Fine with me. I've been thinking about that for a little while now, and it makes sense. --OwenLeaf (talk) 10:00, 25 March 2015 (MDT)
We can make it as if it is a magical weapon, but how will the other weapons are put in as reference to it. Azernath (talk) 15:20, 25 March 2015 (MDT)
I say keep it as a normal weapon because the other weapons are magical not the Captain's Sword. And then we can put links to the weapons similar to The Oculus. Azernath (talk) 15:26, 25 March 2015 (MDT)