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D&D 5E Replacing Damage-On-A-Miss

I mentioned this in another thread. Its not fiddly, is thematic for a great weapon wielding berserker, and provides design space for tactical synergy with other abilities. The only drawback is that some people have a low threshold for tactical depth and the word aura seem to freak some people out as well, presumably because its not "natural language" (which I find to be a disadvantage when conveying mechanical concepts):

Some form of Aura 1 would fit the bill thematically and tactically for a Berserker Fighter. If they load it into the (mega) feat system it could have some heft to it as well. Something that works as a catch-22 control mechanism would fit the bill (move away and eat on OA or stay in range and eat a Berserker effect on a failed save):

Aura 1 (melee range, 5 ft, whatever): Any enemy that ends its turn adjacent to the Berserker must succeed at a successful Dexterity Saving Throw or take damage equal to the Berserker's Strength modifier.

This would encourage mobility and tactical decision-making for both the GM and PC. GWF Defender PC builds could have tactical control power plays that involve keeping enemies adjacent to you (through delivering mobility-inhibiting status effects, immediate actions riders triggered by your OAs which prevent enemy movement, et al).
 

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Manbearcat said:
Aura 1 (melee range, 5 ft, whatever): Any enemy that ends its turn adjacent to the Berserker must succeed at a successful Dexterity Saving Throw or take damage equal to the Berserker's Strength modifier.

I am pretty into that, honestly.
 

That's something I could get behind, though people might take "auto-damage aura" to mean "MAGIC!"(I've seen more believable martial abilities labeled magic).

Maybe something like...

Berserker Fury-"The Berserker knows how to take advantage of his weapon's momentum, swinging in wide arcs to strike at foes nearby. Whenever (character) makes an attack roll during his turn, any enemy that starts their turn adjacent to (character) takes your STR mod in damage."

Just a thought on wording it.
 

. . . GWF- The first time you miss an attack with a melee weapon with two hands on a turn, you may make an extra attack using your weapon as a large improvised weapon at the same target. The damage is equal to 1d6 plus your Strength score . . .

I'm guessing that "1d6 plus your Strength modifier" was meant.
 

Maybe something like...

Berserker Fury-"The Berserker knows how to take advantage of his weapon's momentum, swinging in wide arcs to strike at foes nearby. Whenever (character) makes an attack roll during his turn, any enemy that starts their turn adjacent to (character) takes your STR mod in damage."

So, I think your version is substantially different than Manbearcat's in a few significant ways that make it less appealing to me.

The one that leaps out to me: Your version deals automatic damage, as long as the character made an attack roll in the previous round. The original version only deals damage if the person entering the zone fails a save.

Auto-damage is an issue in and of itself for most weapon attacks, so I think it's better IMO to avoid it, if possible.
 

Not really constructive, but isn't it a bit sad that for a role playing game the primary question seems to be what ability would fit best into a combat system and not what using two handed weapons actually does?
 

Not really constructive, but isn't it a bit sad that for a role playing game the primary question seems to be what ability would fit best into a combat system and not what using two handed weapons actually does?
Then we would have to consider what using every other weapon actually does, and few of us are even remotely qualified to do that. Therefore, we debate the question of how using a two handed weapon should seem. Which is much more relevant for a cinematic FRPG.
 

That's something I could get behind, though people might take "auto-damage aura" to mean "MAGIC!"(I've seen more believable martial abilities labeled magic).

Maybe something like...

Berserker Fury-"The Berserker knows how to take advantage of his weapon's momentum, swinging in wide arcs to strike at foes nearby. Whenever (character) makes an attack roll during his turn, any enemy that starts their turn adjacent to (character) takes your STR mod in damage."

Just a thought on wording it.

So, I think your version is substantially different than Manbearcat's in a few significant ways that make it less appealing to me.

The one that leaps out to me: Your version deals automatic damage, as long as the character made an attack roll in the previous round. The original version only deals damage if the person entering the zone fails a save.

Auto-damage is an issue in and of itself for most weapon attacks, so I think it's better IMO to avoid it, if possible.

There is the aesthetic difference that KM suggests here but there is also a further, more subtle, tactical difference. The aura I outlined above has a Control aspect that can help the Fighter be a proper Defender. The effect forces engaged enemies (or future enemies who are considering engaging) to make a catch-22 decision:

A ) If they stay engaged, they risk eating Str mod damage (on a failed Dex save).

or

B) If they disengage (to attempt to chase down the Berserker's allies or to retreat), they automatically eat an OA (likely more punitive than staying engaged).

Whats more, the player can further build on this paradigm to deepen the tactical depth. They could buff either of the effects of A or B. Buffing the effects of A (eg; negative to the save or Str mod * 2 damage) would increase the likelihood of enemies risking the outcome of B, which would be conducive for a Fighter who isn't looking to be the primary Defender of the group. You could also build for inducing conditions off of either A or B (such as Restrained in certain, select situations with a failed save under A...or Hinder under B...or Advantage on an ally's next attack for either). Or, you could build for effects such as allowing the Berserker to use the DIsengage Action as an Immediate Action when hit by an enemy who failed its Dexterity Saving Throw against the Berserker.

Options aplenty.
 

There is a new role-playing game, that I shall not name, where the bard does damage on a miss with a melee weapon. That is too bad because this game is full of great ideas. Too bad melee damage on a miss breaks the game for me.

I might grant the notion that poisonous dragon's breath in a room may be an automatic hit with damage, but never a sword that always defeats a parry and armor. Never!
 

Or what about a damage minimum threshold akin to the 4E Brutal property?

When you hit a creature with a weapon that has the versatile or two-handed property and you're welding in two hands, reroll any damage dice that shows a 1 or 2 when rolling damage.

My players are also big fans of Brutal...would be a cool and easy way to go imo.
 

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