D&D 5E Damage in this Packet is Totally Out of Control

Gorgoroth

Banned
Banned
An improvised weapon is a d4, same as a dagger, right? Are you saying a chopstick or fiddlesticks or a broken chair should be 94% as effective as a two-handed sword vs a giant? Really? That's the way the rules are now.

I get your point that killing humans is possible with a ball-point pen if you are that deadly to begin with, but let's get real here. Human targets are not the same as ogres or giants. Weapons should matter.

Why shouldn't a fighter who's been killing people with his greatsword become all the more effective at killing with his greatsword, as proportionately as someone who's been focusing on a dagger gets better and better with a dagger. If you're a generalist, and good at all weapons equally, I might see your point about being very close in damage no matter the weapon. But not this close. This is really absurd.

Conan should be able to strangle to death most men with his bare hands. But when fighting a hydra, he pulls out his sword. The right tool for the job. Most humans are weak, puny and easily killed.

I get your point about all weapons being useful to a high-level fighter, grab what's around and fight with it, you are not insanely gimped. But the guy who fights with a net or a polearm or a whip does so because he wants to trip, disarm or possibly capture you with maneuvers, and maybe light weapons or specific weapons are not only more beneficial than clumsier ones, but required to even attempt to pull it off. You could chop off a dude's leg with a big sword, but tripping him? not so much. Parrying with a lighter, faster weapon should be more effective too, so in that sense, I completely agree that using W as the martial die for a 1:1 usage for those ends is bad design, but that's easily circumvented by making maneuvers have their own specific die that you give up a W for.

I totally see your point about this, but I think it's too extreme in the other direction, towards favoring lighter weapons. It's the same thing as light armor vs plate. There are so many in-game penalties to using plate, and so many benefits to min-maxing your dex instead and going for finesse weapons (especially since W becomes ...4-10% of your total damage by the end). What this says to me is that light weapons are not balanced vs heavier ones. You SHOULD be giving up more bonus damage by doing a parry with your greatsword than you would a dagger. I think that's a good balancing factor. There's less penalty to someone with an offhand dagger using his offhand martial die (if there ever will be such a thing) to parry than someone with a single greatsword or two longswords doing so. It just makes sense to me. The big sword guy wants more damage. Give it to him. The maneuver guy picks his weapons to give bonuses to certain tricks, which in the end have a good chance of making him way more effective, especially against certain foes, than just brute force war of attrition.

Just not liking the way these rules are taking D&D, to be honest. We're gonna playtest this, but it'll likely be just the low-level adventure. I doubt I could stomach a full campaign with rules in which I fundamentally disagree with the way they work and penalize iconic warrior's weapons in terms of mechanical viability.

Then again, there are massively broken / unrealistic things I see in PF and 4e too, and I would never touch AD&D again. Too rigid and inflexible. I just find reducing the penalty of using light weapons to such an extent is an insult to the game's history and spirit. It's not D&D, IMO.

You mean the guy that had all weapons doing 1d6 damage in OD&D?

Which he promptly changed, and has remained so in every single edition since. Thanks for proving my point.

If D&D Next game designers think that's a good idea, let them just come out with it and see what the fan base has to say. I think you'll be surprised at the backlash. I'd give max 1% of users would think a dagger and a greatsword should do the same damage, if that.
 

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Plane Sailing

Astral Admin - Mwahahaha!
I hate the new damage model in the latest packet. Martial Damage Dice and Martial Damage Bonus are broken in many area, most importantly the fun area. At high-levels, a fighter does pretty much the same damage with a pencil as he does with a two-handed battle axe? About the same holds true for a fighter with an 8 STR and one with a 20. At high-levels the bonus damage from using a big weapon and having a high STR is miniscule. This isn't right.

Where is the fun in adding the big flat Martial Damage Bonus? Bring back [W]x dice please, get rid of the Martial Damage Bonus, and do something that makes high-strength important at high levels. As others mentioned, maybe Martial Damage Dice should be multiples of your weapon die and the Martial Damage Bonus should be some multiple of your STR bonus?

Perhaps the fun here is that a fighter can choose any weapon based upon style and concept rather than 'having' to have particular weapons in order to cause the most damage all the time. I found 3/4e quite boring in that pretty much every fighter I saw gravitated towards the biggest possible weapon all the time.

I'd be quite happy to see a situation where as fighters get to higher levels the weapon they use becomes less significant than their personal capabilities.

Cheers
 

but there is the thing about finesse weapons + shield being far superior than non finesse two handed weapons... but using [w] as hit die seems wrong.

maybe one handed weapons should add no ability modifier to damage, or all weapons shoud use str as damage modifier. right now dex is just too good.
 

Fanaelialae

Legend
I like that they're favoring skill over the size of your weapon at high levels currently.

One of my favorite characters was a 2e Fighter who dual-wielded daggers. Due to a mishap when he'd started his training, he was actually afraid to use a sword, believing himself to be incompetent with "real" weapons. Thanks to factors like weapon speed and specialization (and good stats) he was able keep pace with the broadsword wielder in that edition.

I'm glad that it's looking like he'd be effective in 5e as well.
 

A'koss

Explorer
An improvised weapon is a d4, same as a dagger, right? Are you saying a chopstick or fiddlesticks or a broken chair should be 94% as effective as a two-handed sword vs a giant? Really? That's the way the rules are now.
As far as improvised weapons are concerned, I can certainly see an argument being made to reduce MD damage (maybe half?). But as far as real weapons go, a dagger to a giant's main artery in his leg or into the skull of a dragon or slicing open a hydra's throat... dead is still dead. I really do like how skill opens up a whole range of character concepts.

And I do like that they made a broader range of armor more viable and again opening up more character concepts as viable, but I do think that heavy armor could use a little tweak. I don't really see any reason why you should get hit with a movement penalty in heavy armor, especially if it's just combat movement. If you were encumbered, sure, but if not - armor was designed to move around in. Fewer miles/day marching I could see. Stealth disadvantage - okay. But I wouldn't mind seeing a small, simple perk to wearing heavy armor.
 
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howandwhy99

Adventurer
Damage used to be connected to Hit Die size. This was averaged to d6 or 3.5 per level. d6 was also the Hit Die type for 0-level NPCs, but you could vary by NPC class if you wished.

The game then went 9 levels (or so) with a Hit Die increase & corresponding Hit Points from the roll. Monsters were bumped up to a d8 as combatants, but an average 9th level threat had a 9d8 preroll average and this could then be played with later.

Weapons and spells that did damage also were based on level and these also defaulted to a d6. Weapons were played with to gain greater damage die size and number for challenge size too, especially siege engines and the like, but each level still averaged to a preroll 1d6.

The current iteration's major problem isn't that it inflates damage so high, but that it inflates it across the board no matter the effect. A sword attack by a 1st level Fighter is 1d8 +/- mods, but a 9th level Fighter is dealing significantly more damage.

This is all part of the Maneuvers system, but Maneuvers appear similar to spell damage amounts ...spells which all too often appear to be designed simply to impart damage.

A more interesting combat system would be one that wasn't dependent upon powers-based design or exception-based design.

As well, balancing the entire game on the fulcrum of Damage/Combat Round shrinks the game and the game's objectives, which are supported by XP awards, into a combat-oriented killing fest. And one where "fair" characters must always be able to deal out as much damage per fight as any other. It's a pretty deplorable state of affairs no matter how irritating adding vast sums of damage totals may be.
 

Obryn

Hero
An improvised weapon is a d4, same as a dagger, right? Are you saying a chopstick or fiddlesticks or a broken chair should be 94% as effective as a two-handed sword vs a giant? Really? That's the way the rules are now.

I get your point that killing humans is possible with a ball-point pen if you are that deadly to begin with, but let's get real here. Human targets are not the same as ogres or giants. Weapons should matter.

Why shouldn't a fighter who's been killing people with his greatsword become all the more effective at killing with his greatsword, as proportionately as someone who's been focusing on a dagger gets better and better with a dagger. If you're a generalist, and good at all weapons equally, I might see your point about being very close in damage no matter the weapon. But not this close. This is really absurd.
:uhoh: Why do you hate fun?!

-O
 

The flat damage is a way to give fighters the expected damage for their level without continually adding more and more Martial dice, and allowing more and more options per round. Having a dozen dice would lead to a little math panic and option paralysis.
But the flat damage is also this nice self-contained mechanic that can also be pulled out and replaced by more complicated options for people who want more fiddly fighters with more tactical options.
 

KidSnide

Adventurer
Well, the real issue here is a side effect of flattening the to hit math.

By changing to hit math, they have placed most of the leveling pressure on damage and hit points. (The math isn't completely flat, but it's a lot flatter than it used to be.) So, if a 20th level fighter is supposed to be twice as effective as a 10th level fighter, a 20th level fighter has to do almost twice as much damage per hit.

The goal is to make 1st level monsters a threat to 20th level characters, but I'm not sure it's worth it. I think 1st level monsters should be a threat to 12-14th level characters in large numbers, but I don't have a problem if the very highest level characters can start to ignore the effect of the lowest level opponents (at least if some of them don't use a help action on their attacks). Just as on an aesthetic level, the damage numbers seem a little too high.

Also, there becomes a realism issue with high level monsters. Asmodeus shouldn't be in the position where putting on some +2 plate armor would be a huge improvement to his AC. Likewise, with an AC of 15, I think red dragons a little too vulnerable to massed arrow fire, at least for my taste. It only takes 70-75 spear-wielding level 1 human warriors to kill a level 14 red dragon in a single round. (Worse, a mob of 160 rock-throwing human commoners are just as deadly.) I like the idea that low level warriors will remain relevant and I understand the realism aspect of "infantry is the ultimate weapon", but I think this is going a little too far for D&D.

I agree with the designers that both 3e and 4e went too far in giving massive mathematical bonuses to characters. But something closer to AD&D seems better to me than what D&DN has now. I'm not fond of many of the ad hoc, "a thousand unique systems" design elements that you find in AD&D, but I have to give credit to GG: his ad hoc sense of balance was pretty good. An AC progression that starts at 10 and maxes out at 30 doesn't sound so bad.

Maybe characters should get a less intense 4e-style +1 bonus to attacks, AC, spell DCs, saves and skill checks? Maybe +4 or +5 by 20th level?

-KS
 

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