![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
1. Make them all have criticals (or more criticals for those that have them). Start at x2 for the basic clubs and up to maybe x4 for things like the gutsplitter.
2. Have a chance of causing conditions like concussion (or increasing the chance if you have that skill)
3. Ignore a certain amount of DR in enemies. (not my favorite idea)
4. Have an item such as the woodcutter's gloves that make all weapons use 5 ap no matter what. (has the nice side effect of making items that add to your ap now an option to use for this type of build)
5. Instead of a flat range of damage, have the damage be something like x2 of character's base damage (might be nice since at higher levels the damage from a weapon means absolutely nothing)
Any thoughts on these ideas? Have your own ideas about these types of weapons?