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<blockquote data-quote="ClaytonCross" data-source="post: 7523690" data-attributes="member: 6880599"><p>For those who doubt that Bludgeoning weapons are more effective than swords and cutting weapons, Skallagrim pretty clearly demonstrated this in a <a href="https://www.youtube.com/watch?v=G4Umh-pa7FA" target="_blank">video</a>. The forward waited "strength weapons" were only ones with any real effect and is interesting that using the blunt side of a war axe as a mace was a lot more effective than the blade. As I stated before it is a property of having to use perfect edge alignment on a curved surface which causes a loss of force in slippage and glancing away from the intended angle of attack. </p><p></p><p>The War-picks however did a pretty descent job. Perhaps a better rule than focusing on the different damage types versus the different armors would be that using dexterity on attacks for ranged or the finesse property of a weapon to attack versus heavy armor doesn't add the dex bonus to damage? </p><p></p><p></p><p></p><p>My previously stated option is not bad but perhaps a bit to complicated for those who like things VERY simple which is a common goal in 5e.</p><p></p><p>Bludgeoning is standard damage (punches, kicks, hammers) and does not change.</p><p></p><p>Slashing would half a +2 to hit, -2 to damage (minimum 1) versus medium and -3 to damage (minimum 1) versus heavy armor.</p><p></p><p>Piercing would be -5 to hit, -2 to damage (minimum 1) but if you hit with natural 16-19 you attack does critical damage and a natural 20 would do a maximized critical weapon damage without the -2 to damage. For example a natural 20 on a 1d4 dagger would do 8 damage every time +str/dex + additional standard critical damage dice. If you have a 1d6 backstab your still it would be a 2d6 for your critical but your not maximizing that since its from a skill, spell, ability, other than the weapon.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7523690, member: 6880599"] For those who doubt that Bludgeoning weapons are more effective than swords and cutting weapons, Skallagrim pretty clearly demonstrated this in a [URL="https://www.youtube.com/watch?v=G4Umh-pa7FA"]video[/URL]. The forward waited "strength weapons" were only ones with any real effect and is interesting that using the blunt side of a war axe as a mace was a lot more effective than the blade. As I stated before it is a property of having to use perfect edge alignment on a curved surface which causes a loss of force in slippage and glancing away from the intended angle of attack. The War-picks however did a pretty descent job. Perhaps a better rule than focusing on the different damage types versus the different armors would be that using dexterity on attacks for ranged or the finesse property of a weapon to attack versus heavy armor doesn't add the dex bonus to damage? My previously stated option is not bad but perhaps a bit to complicated for those who like things VERY simple which is a common goal in 5e. Bludgeoning is standard damage (punches, kicks, hammers) and does not change. Slashing would half a +2 to hit, -2 to damage (minimum 1) versus medium and -3 to damage (minimum 1) versus heavy armor. Piercing would be -5 to hit, -2 to damage (minimum 1) but if you hit with natural 16-19 you attack does critical damage and a natural 20 would do a maximized critical weapon damage without the -2 to damage. For example a natural 20 on a 1d4 dagger would do 8 damage every time +str/dex + additional standard critical damage dice. If you have a 1d6 backstab your still it would be a 2d6 for your critical but your not maximizing that since its from a skill, spell, ability, other than the weapon. [/QUOTE]
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