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D&D 5E Alternative to magic weapons and armor so they do not break bounded accuracy.

CapnZapp

Legend
It's all nice and cool to have +3 sword and +3 armor but that kind of breaks the 5e premise of bounded accuracy and usefullness of low level mobs(especialy low level mobs with high AC as their sell point)

So instead of giving +1 attack and damage, weapons would just deal bonus damage.

1st version is all are equal and weapons gain +1d8 damage per point of "plus" they have so +3 dagger would deal 1d4+3d8 damage while greatsword would deal 2d6+3d8 damage.

2nd version is based on the weapon where a "plus" would deal that much of weapons base damage die, then a +3 dagger would be 4d4 damage and greatsword would deal 8d6 damage.


this way weapon does not "guide" it self to the target, that is 100% left to the skill of the wielder, but it is so sharp and deadly that when it connects it cleaves through about everything.


As for armor there is also two ways.

1st; damage reduction. 2 or 3 points of damage reduction per plus. this is fine and easy but it has a problem of going into "singularity" especialy if combined with heavy armor mastery.
If it's 2 pts per plus of armor and heavy armor mastery, that is DR 9. It could render many low CR mooks completely useless expect as a off chance pest with some grapple or push attempt.

2nd vesrion would be bonus HPs, like 1 or 2 or 3 HP per plus per HDs of target. So 20th level character with +3 armor could have +60 or +1200 or +180 HP.


This way bounded accuracy is maintained and it's only about damage/HP balance.

Or, in the alternative, don't give magic weapons bonuses to hit or damage, or defensive bonuses to armor at all. Instead, give them "kewl powerz" more akin to other items in the game, but with a decidedly martial bent.

In prior editions, a holy avenger weapon granted massive bonuses to attack and damage rolls. Instead, in the hands of the faithful, perhaps the weapon makes the wielder aware of all enemies of the faith- or maybe, those who have harmed those the wielder has sworn to avenge- in a 100 mile radius. Perhaps damage done by said foes is reduced, or heals at an accelerated rate.

Just wanted to add that adding damage is comparatively unproblematic.

Adding attack bonuses is more problematic, but still not the biggest deal.

It is AC bonuses that outright break the game.

So I would simplify to say "hand out magic items all you like, just don't hand out ones with AC bonuses"
 

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Dannyalcatraz

Schmoderator
Staff member
Supporter
Well...like was mentioned for weapons, armor pluses could be subbed out for rerolls. Rerolls of WHAT is key, of course.
 


Caliban

Rules Monkey
Well...like was mentioned for weapons, armor pluses could be subbed out for rerolls. Rerolls of WHAT is key, of course.

I personally don't mind AC bonuses, but if you don't want to hand them out - have the armor give DR instead of AC.

+3 armor now has DR 3 vs Piercing, Bludgeoning, and Slashing.
A Ring of Protection gives DR 1 vs everything that stacks with the armor.
 

jgsugden

Legend
If the PCs find these weapons and armors at the appropriate levels it does not disrupt the game. It is built into the design of the game thatthe PCs might, but not absolutely will, find these types of items. You don't need them. They don't ruin the game if you find them. It is all just fine. A PC that devotes all their efforts to a high AC should be nearly untouchable.

If we spent half as much time designing a good setting as we spend trying to fix the unbroken rules, we'd all be much happier.
 
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