Satyrn
First Post
What's the d6 finesse light thrown weapon supposed to be? That doesn't currently exist on the weapon tables.
Edit: Scratch that.
A chakram. It should always be a chakram.
What's the d6 finesse light thrown weapon supposed to be? That doesn't currently exist on the weapon tables.
Compared to one wielding a two-handed weapon, a two-weapon fighting barbarian would be doing an average of 6.5 more damage per use of the attack action. That's a pretty big difference, especially over time.
Personally, I would make it so that barbarians fighting two-handed or two-weapon fighting rolled 2d12 and chose the highest of the two dice for their damage (essentially granting their weapon damage advantage). It's an elegant solution that speeds up play (only rolling once per attack action) and keeps all things relatively equal regardless of wield choice (two-weapon fighting and two-handed fighting would have more reliable damage average as compared to one-handed fighters but no one would be out damaging anyone within the same class).
As far as multiclassing goes, if you take a level in a class with higher hit dice, you bump your damage dice up by one level (maximum d12).
DM: "As you approach the city walls, you see some guards at the gate. They're wearing medium armor, and carrying large martial melee weapons."
Player: "The kind that does slashing damage, or the kind that does piercing damage?"
Y E SA flying rapier!
Edit: Scratch that.
A chakram. It should always be a chakram.
I've thought long and hard about how I'd make things crazy simple. LOL Using class hit dice for weapon damage dice has made a lot of sense to me for a long time. It's two-weapon and two-handed fighting that present complications.I'm starting to think you put more thought into this idea than I did.
I really like your solution for the two-handed/two weapon attacks.
I guess another option would be to have a two-handed attack move up one die size and two-weapon fighting move down one die size (so a fighter attacking two-handed with a battleaxe would roll a d12 for damage, and a fighter wielding two short swords or whatever would roll d8s for damage), but that seems unnecessarily fiddle compared to your solution. Especially since barbarians are SOL if they wield a weapon two-handed.
So yeah, yours works better.
Thanks.The Original Posts makes each category appealing.
The reason to pick a martial melee medium weapon − longsword − is because it deals the most damage if using a shield.
The reason to pick a martial meleelightsmall weapon − shortsword − is because it benefits from dexterity.
The reason to pick a martial meleeheavylarge weapon − greatsword − is because it gains reach at the cost of two hands.
This solves important mechanical problems.
That's a really good idea.Personally, I would simplify all ranges to 30 feet (throw) or 300 feet (shoot). This roughly equates 10 meters and 100 meters, respectively.
Thanks for the tip! I'm only passingly familiar with 13th Age. I'll nose around a little closer next time a book crosses my path.[MENTION=25352]mrpopstar[/MENTION], with this change and the armro change, you're really moving close the 13th Age. 13th Age is a d20 OGL from a lead designer of 3.0 (Jonathan Tweet) and of 4e (Rob Heinsoo). It came out before 5e but shares a lot of both DNA but also design philosophy - play quick & streamline, don't overburden with mechanics, let's focus on the play.
13th Age has a complete SRD with everything you need to play from a rules perspective (though not the default setting), hosted ina bunch of places including here on ENworld (though some of the others are easier to navigate).
You really may want to take a look their, either for things to yoink for your 5e game, or to see if that system might not fit the experience you are looking for a little better.
This isn't putting down 5e - I love both and play both 5e and 13th Age. The great thing with our hobby right now is that there are so many different games out there so we can really find those that work for our table.
Counterpoint: There's already a lot of abstraction built into the game, as a necessity in order to make the game playable, so there's not much benefit to adding any more abstractions than are strictly necessary.It's a fantasy game with a high level of abstraction built into it already, and I feel it breaks nothing to have Rogar the Ranger killing more effectively with a knife than Samael the Sorcerer can with a greataxe.