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| #1demon_idolJul 25, 2014 10:01:51 | I am very excited about 5th edition D&D, but I do not like the weapons table. There are weird optimizations that don't jive with archtypical character concepts. See the various threads on underwhelming spears, two weapon fighting ubiquity, suboptimal maces, etc..
It would be cool to have modular weapons tables that a DM could drop into their game to change the selection of weapons.
One module would be an advanced weapons table that would add things like double weapons (letting someone weilding a quarter staff with 2 hands weild it as 2 light weapons for 1d6/1d6), heavy spears, light and heavy maces, etc.. This would just be a table that increased the complexity of weapon selection by adding extra weapons properties and weapons, but had the benefit for a greater variety of weapons that each had meaningful differences, and also fixed some of the weird optimal/sub-optimal weapons choices.
But I have also run in games where the DM wanted to create a certain pseudo-historical feel. One game was set in a fantasy version of ancient greece, for example. It would be cool if there were modular weapons tables that were setting based and characters starting in that setting would choose from that table. Dark Sun is a good example of a setting that would benefit from modular weapons tables. Renessaince, Eastern, and Bronze age tables would also be good for DMs looking to create a setting whose weapons provided a certain vibe.
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| #2HebitsuikazaJul 25, 2014 21:26:48 | It is relatively simple to make.
First, you have die size.
d2->d4->d6->d8->d10->d12->2d6
Let's start off at d6 for a one-handed simple weapon.
If the weapon is light, decrease the die size by one. If the weapon is heavy, increase the die size by one. If the weapon is two-handed, increase the die size by one.
If a weapon is reach, decrease the damage die by one size.
Any weapon can be thrown if you really want to throw it, but obviously it isn't very economical to carry around a lot of heavy weapons and throw it. Any non-heavy weapon can be finesse. Maybe it ought to be restricted to one-handed weapons as well.
If a weapon is martial then the damage die is increased by one OR, if you prefer, a character with martial weapon proficiency increases the damage die of the weapon by one (they just use any weapon better)-- in which case Rogues have martial weapon proficiency for one-handed weapons.
Now, figuring out the pricing and the weight of the weapons is the tricky part. Also, there may be some weapon abilities (such as the net) that need to be accounted for, but this system ought to allow you to make perfectly balanced weapons of the typical sort. |
| #3ivstinJul 26, 2014 4:57:26 | Hmmm... |
| #4masterfat78Jul 26, 2014 6:33:29 | Im thinking of giving weapons more of a 3rd edition style of stats with some weapons having multiple types(morningstar=p,b), crit range(longsword=19-20, a scimitar=18-20), and crit multiplyer(a greataxe= x3 crit damage). I might change some of the weapons damage also. Using these systems and a crit chart will make martial PCs more exciting and give weapons some much needed flavor. I must say that weapons and armor are the most disappointing problem with 5thed ition that I have right now and I get a feeling that the dmg is not gonna have the mod Im looking for. Luckily 3rd editions weapons are easily modified for 5th. |
| #5masterfat78Jul 26, 2014 6:35:45 | Also, Im switching crits over to a straight double or times systems. I think the way they roll crits right now is just dice porn and will slow down combat, espially whith the higher level spells. |
| #6AH_schulertaJul 26, 2014 7:40:57 | Someone posted a system on the playtest forum where you make your own weapons. I'm using that in my games, it is similar to what Hebitsuikaza posted, but starting at d12 and working backwards. Also doing crits where it does max damage die + roll damage die that way you won't crit for 2 pts of damage. |
| #7ParaxisJul 26, 2014 9:01:19 | I would like to see a difference in the type of damage besides overcoming damage resistance. Not something that comes up often but every now and then, so was thinking of special modifier on critical hits. Something along the lines of piercing causing bleeding damage, blugeoning being brutal and rerolling 1's, and slashing giving a free attack at -5 to another adjacent enemy as it cleaves through the first.
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| #8Sailing_Pirate_RyanJul 26, 2014 12:06:18 | I'm not a fan of the weapons table, either, but I haven't decided how I want to go about fixing it yet. I'm hoping there's a "complex weapons table" in the DMG, but not holding my breath. As for critical hits, I'm going simpler: any critical hit, regardless of weapon, adds 1d12 to damage. |
| #9ren1999Jul 27, 2014 4:02:28 | I was eventually able to balance the weapon damage issue. This is what I came up with over the course of the last few years.
Weapon Damage+ability modifier
1d4 Light Reach 1d6 Light One-Handed Primary Attack(+ability modifier) & Secondary Attack(damage without ability modifier), Medium Reach, Thrown Weapons 1d8 Light Two-Handed, Medium One-Handed, Heavy Reach, Short Bow 1d10 Medium Two-Handed, Heavy One-Handed, Long Bow 1d12 Heavy Two-Handed, Cross-Bow
Two weapon fighting is with light weapons only. Medium and heavy weapons are not fast enough.
Light weapons are finesse weapons which means you can add your dexterity modifier to the damage in place of the strength modifier.
The primary and secondary light weapon attack is considered 1 action.
You may not use a shield with two weapon fighting and two-handed fighting.
A cloak has the same effect as a shield but requires proficiency. Think the 3 Musketeers.
Notice that the damage is the same with two light weapon fighting and 1 heavy two-handed weapon fighting. This is fair.
Here is something else that is really working out nicely. If a character has more than one action, they can trade that action to add a damage die to their attack damage.
Tiny and small beings must use light weapons. |
| #10AkeishaJul 27, 2014 9:05:35 | Well, I have a question about a particular weapon with regard to the 5E tables. I noticed that it has the classic mace listed with:
Cost: 5 GP Damage: 1d6 bludgeoning Weight: 4 pounds Properties: —
I am considering adding a heavy mace via a 'house rule'. What cost, damage level, weight, and properties do you all think would be most appropriate? So far, I am leaning towards:
Cost: 10 GP Damage: 1d8 bludgeoning Weight: 7-9 pounds Properties: Versatile (1d10) |
| #11HebitsuikazaJul 27, 2014 10:05:31 |
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| (Reply to #11)Akeisha |
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| #13HebitsuikazaJul 27, 2014 12:04:18 |
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| (Reply to #13)Akeisha |
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| (Reply to #14)JC999 |
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| (Reply to #15)Akeisha |
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| #17akaddkJul 27, 2014 17:45:09 |
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| (Reply to #16)JC999 |
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| (Reply to #18)Akeisha |
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| (Reply to #17)LupusRegalis |
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