They are a specialization with an enormous opportunity cost and should be treated as such. Ultimately, feats provide much larger bonuses, and those with properties encroaching on their niche remain the superior option. On the other, the removal of "feat taxes" (feats necessary to make builds viable) is an admirable goal as well. On one hand, martial characters' progression encourages them to take feats. In some cases, these properties conflict or overlap with feats, a difficult problem. Ultimately, they should have few negatives for massive gains in fun factor. Properties should in most cases adhere to the design philosophy of 5e, and most are relatively simple or expand properties which already existed. Ideally, players will intuit and remember properties with ease. Many entirely new weapons join the existing roster, to include some weapons of great tactical value in history which 5e neglected. To do so, each weapon has a combination of several unique properties, which add new functions, passive bonuses, or options. It also attempts to remove the universal popularity of some weapons (such as the rapier) in situations where it might not apply, and instead make all weapons at least somewhat viable. ![]() ![]() It does improve them slightly, but the ultimate goal is diversification and the overall increase is minimal. This chapter is not an attempt to increase their power, but instead mirror the diversity of options and rider effects exhibited by their caster counterparts' cantrips and weapons' use in real life-with significant abstraction. Both exist to diversify weapons' use and function in combat. This remaster massively expands the original Weapons Remastered by another author, which can be found here.
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