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[5e] Weapon Damage Option
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<blockquote data-quote="Hillsy7" data-source="post: 7249602" data-attributes="member: 6689191"><p>So taking aside all the extra 'attack action' options you've got.....I'm a little confused with the intention here.</p><p></p><p>Firstly, A Fighter (or at least someone built for melee combat) already does more damage than a wizard - a STR bonus of 5 is equivalent to adding 2d4, plus they hit more often (attack stat), plus extra attacks. Weapon choice here seems.....mutable? And how often is a wizard going to stab/bash someone with a crappy STR, and if they have a high STR, doesn't that imply they've trained enough (D&D Gym Junkie) to hit as hard as a fighter once per 6 seconds? And if both have equally high DEXs, doesn't that just infer they are as quick as each other, and speed doesn't always equate to damage. Martial characters often get bonuses to damage as part of their class, so weapon choice seems an odd gripe.</p><p></p><p>Second, Is the point to essentially homogenize all weapon damage down to a single dice, and then add in perks/attack actions to differentiate between them? If so - that's already inbuilt into the PHB weapon table. If you look carefully there are a number of "rules" that govern the Damage Dice size based on the properties of the weapon. So any property that benefits the user (e.g. Light or finesse), drops the damage, and anything that restricts access or use (e.g. Martial or 2-handed) increases the dice size. If every weapon you are proposing ends up with the same damage, then every property must be equally balanced, otherwise you're just giving a damage boost to certain weapons.</p><p></p><p>[An extreme example would be the dagger. It is light, thrown, finesse, and simple and really should have a damage of 1d2 as per the PHB weapon table rules. By your reckoning, it now is a 1d12 barbarian weapon.....that's dual weildable, throwable, and works off DEX. By contrast the Greataxe is heavy, 2 handed, and martial - all restrictions - and still only 1d12. It doesn't work]</p><p></p><p>Third, a lot of weapon choice "Issues" can be solved by using the design principles within the table to build new weapons (Essentially reskinning them), and identifying those 10% of weapons that lay outside the design parameters (I'm looking at you Handaxe!!!) to exclude or adjust them upwards (Poor trident....).</p><p></p><p>Four, There really isn't a rapier problem (other than it's explicitly called a rapier instead of a "lighter sword"). Balance-wise, it's completely in line with 90% of the weapons in the PHB weapon table......</p><p></p><p>Having said all of that, if you wanna just muck about with different ideas, go for it. You don't need some kind of perceived excuse to do so....</p></blockquote><p></p>
[QUOTE="Hillsy7, post: 7249602, member: 6689191"] So taking aside all the extra 'attack action' options you've got.....I'm a little confused with the intention here. Firstly, A Fighter (or at least someone built for melee combat) already does more damage than a wizard - a STR bonus of 5 is equivalent to adding 2d4, plus they hit more often (attack stat), plus extra attacks. Weapon choice here seems.....mutable? And how often is a wizard going to stab/bash someone with a crappy STR, and if they have a high STR, doesn't that imply they've trained enough (D&D Gym Junkie) to hit as hard as a fighter once per 6 seconds? And if both have equally high DEXs, doesn't that just infer they are as quick as each other, and speed doesn't always equate to damage. Martial characters often get bonuses to damage as part of their class, so weapon choice seems an odd gripe. Second, Is the point to essentially homogenize all weapon damage down to a single dice, and then add in perks/attack actions to differentiate between them? If so - that's already inbuilt into the PHB weapon table. If you look carefully there are a number of "rules" that govern the Damage Dice size based on the properties of the weapon. So any property that benefits the user (e.g. Light or finesse), drops the damage, and anything that restricts access or use (e.g. Martial or 2-handed) increases the dice size. If every weapon you are proposing ends up with the same damage, then every property must be equally balanced, otherwise you're just giving a damage boost to certain weapons. [An extreme example would be the dagger. It is light, thrown, finesse, and simple and really should have a damage of 1d2 as per the PHB weapon table rules. By your reckoning, it now is a 1d12 barbarian weapon.....that's dual weildable, throwable, and works off DEX. By contrast the Greataxe is heavy, 2 handed, and martial - all restrictions - and still only 1d12. It doesn't work] Third, a lot of weapon choice "Issues" can be solved by using the design principles within the table to build new weapons (Essentially reskinning them), and identifying those 10% of weapons that lay outside the design parameters (I'm looking at you Handaxe!!!) to exclude or adjust them upwards (Poor trident....). Four, There really isn't a rapier problem (other than it's explicitly called a rapier instead of a "lighter sword"). Balance-wise, it's completely in line with 90% of the weapons in the PHB weapon table...... Having said all of that, if you wanna just muck about with different ideas, go for it. You don't need some kind of perceived excuse to do so.... [/QUOTE]
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[5e] Weapon Damage Option
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