Horwath
Legend
same as current, you use the best damage.How does this interact with multiclassing?
same as current, you use the best damage.How does this interact with multiclassing?
The issue is that the difference between most weapons (as written) is largely forgettable. The gap between the smallest and largest damage die is ~4 damage. Even with expanded critical ranges it doesn't do much good to waste the page space for something so tiny.I understand the logic, but all weapons doing the same damage feels a little boring, mechanically. IMNSHO, that doesn't really help the with the OP's issue of being tired of using the same weapon. I would enjoy having more variables to describe weapons, and I think it would address the root cause of the issue better.
The first idea that comes to my mind is bringing back 3.x-style criticals. Some of the weapons that do less damage will crit on a 19. Others could do extra damage on a crit. Someone would have to do some math to get the numbers right, but I think it's feasible.
No boring is every finese fighter choosing rapier because it has 1d8 damage and everyone else taking 2d6 great sword.I understand the logic, but all weapons doing the same damage feels a little boring, mechanically. IMNSHO, that doesn't really help the with the OP's issue of being tired of using the same weapon. I would enjoy having more variables to describe weapons, and I think it would address the root cause of the issue better.
The first idea that comes to my mind is bringing back 3.x-style criticals. Some of the weapons that do less damage will crit on a 19. Others could do extra damage on a crit. Someone would have to do some math to get the numbers right, but I think it's feasible.
I'm running a new campaign for brand new players, and last night the Barbarian showed some boredom with using the same weapon over and over again. She started to switch to her rapier, her daggers, etc. And of course, the only effect of this was that she did less damage.
Now to be perfectly honest, she might be happier playing a spellcaster. But the experience got me thinking.
I've read house rules where weapons deal damage based on the character's class. So a wizard would always deal 1d4 damage with a weapon, while a Barbarian would always deal 1d12 (or whatever).
I'm starting to consider this idea, but I wanted to see what folks have come up with first. Some questions I'm considering:
1) What weapon die should I use for each class? How small and how large should I go? And should I differentiate for subclasses (War Wizard, Bladelock, etc)?
2) Should the die be different for simple and martial weapons? Melee and ranged?
3) What should then differentiate weapons, other than damage type? In other words, what narratively happens when the barbarian uses daggers instead of her greataxe?
For #3, I was thinking weapons could have tags that always apply on a hit. For example, some weapons might move an opponent 5 ft, or force them to roll against being tripped or disarmed. Some weapons could damage AC as well as HP. Or maybe some weapons could allow the wielder to Disengage or Dodge as a bonus action.
Anyways, those are just some wild thoughts. Has anyone had experiences with this kind of house rule, or put other thoughts into it?
No boring is every finese fighter choosing rapier because it has 1d8 damage and everyone else taking 2d6 great sword.
No boring is every finese fighter choosing rapier because it has 1d8 damage and everyone else taking 2d6 great sword.
By making damage the same players get to be more creative with their choices - the speedy knife fighter making multiple artery strikes is as effective as the big cleaving axe weilder, and so is the "Jackie Chan" style street urchin improvising with a stepladder and whicker basket
There may be an awesome mounted combat build there but it makes sense that no one ever uses it since mounted combat rules are probably the least understood rules in the game. I certainly don't really understand them, and have never seen any table use mounted combat before.I don't think many people actually use the most optimal weapons. The max DPR build is a mounted lance with dueling fighting style and this not only beats a greatsword in damage, it affords a shield for better AC as well. In DPR this even keeps up with a greatsword or Maul with the GWM feat. If you have to be unmounted and using 2 hands, it is still a 1d12 which is a scant half point behind a greatsword while also having reach. Even though it is optimal, almost no one plays that build.
If a group is running damage by class or HD they're either a) into a more abstract game and care more about differentiating by visuals than by damage, or b) differentiating other than by damage dice. Like with special rules or working out in the fiction advantages or disadvantages for each tool.OTOH, when every weapon does the same damage, it means every weapon is boring because every weapon is exactly the same. IMNSHO, different stats and mechanics are what make weapons interesting. The fact that there is currently a default "best" weapon for almost every build is a an unfortunate situation, but complete monotony of weapon choices is a lateral design move, at best.
d6 for 1Handed melee weapons and rangedIf a group is running damage by class or HD they're either a) into a more abstract game and care more about differentiating by visuals than by damage, or b) differentiating other than by damage dice. Like with special rules or working out in the fiction advantages or disadvantages for each tool.
Different strokes for different folks. I've been accustomed to variable weapon damage since the 80s, but I've started to understand the appeal of d6-only or other variations over the past few years.