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D&D 5E Magic Items: DMs Thoughts.

Falling Icicle

Adventurer
One house rule I've been considering is to give light weapons a +1 bonus to hit, to represent their ease of use and to give people a reason to use them instead of higher-damage weapons. I'd probably give the d4 damage weapons (such as daggers) a +2 to hit, so that they might actually be used. I think 4e did something similar to this, IIRC.
 

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Tormyr

Hero
Our party was fighting a Huge froghemoth. Two of the party had already bean swallowed. The Paladin used misty step to jump into its mouth. In the cramped space, he could not use his sword. He drew is dagger and used level 2 and 3 smites to do a massive amount of damage on his turn. The monk was able to finish it off before they were digested. Every weapon has a purpose.
 

Leatherhead

Possibly a Idiot.
According to my tables, the following weapons are totally outclassed by weapons with similar combat stats by virtue of that other weapon having something extra:
  • Club (outclassed by Light Hammer, however it exists as a placeholder stat-block for a generic object to bash people, so it still has a purpose)
  • Mace (outclassed by the Quarterstaff)
  • Flail (outclassed by the Warhammer)
  • Dart (outclassed by Dagger)
  • Trident (outclassed by Spear)
  • Morningstar (outclassed by Rapier)
  • War Pick (outclassed by Rapier)


Those are the only trap options, everything else has a trade-off of some kind that makes them desirable for a particular playstyle, but not the others.

5e has done great strides in "grouping" weapons. You have obvious pole-arms, sword+board, great, finesse, and dual wield weapons. This is a good thing, it allows someone to pick up a warhammer or a longsword and function about the same.

The problems are:
  • There are less weapons to pick from than before, this gives a smaller starting pool which increases the frequency of finding similar weapons.
  • Penalties for using an inappropriate weapon are severe, you will never see a rogue use a greataxe, even in a moment of desperation they are probably better off punching.
  • The bonuses for trade-offs are highly situational, a versatile weapon is only good for people who normally use one-handed weapons, and even then only if they don't need their off-hand for a shield or a spell, or to hold some item. Rare to say the least.
  • Double-duty weapons, like daggers which can be used melee or thrown, are ignored in favor of picking up two more specialized weapons. At low levels this is cheap enough to work, and at high levels you are using one form of combat or the other.
  • Attunement is a double edged sword, nobody is going to keep something they aren't using most of the time.

Even if you disallow feats and magic item creation, the weapons will remain the same.

However! It is important to note: Monk weapons are explicitly not the problem after they reach 1d8 base damage (at level 11). From that moment on they can pick up whatever weapon they want to do the same damage, and any magic weapon you give them will only make them stronger.
 

[*]Trident (outclassed by Spear)


My first house-rule was upping the trident's damage to 1d8, Versatile (1d10).

As for the OP, I can see what you mean, but used sparingly; still include a magic greatsword or what-have you, but once in a while maybe the party comes across a more obscure, less-used weapon, but it has seriously nifty enchantments.
 

transtemporal

Explorer
If feats are allowed I do not recommend +2 or better great weapons and espicially hand crossbows.

Sacrilege! :) Just ignore Zardnaar DMs, he's gone crazy!

I agree with you but a lot of DMs won't know that GW and HC are kind of OP with the requisite feats, especially when theres a heck of a lot of adventures with the hobgoblin captain villain wielding a +x two handed sword/great axe.

I personally like the little bit of standardization that 5e weapons have, i.e. all weapons with the versatile quality do a d8 so you can wield a longsword or a warhammer as you please and the only difference is the damage type. What I would like is for there to be a trade-off for wielding a bigger die weapon, like speed or melee range. Then its actually a meaningful choice.

But then we get into complex house rules and all that entails.
 
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The Human Target

Adventurer
If its something that concerns you (as it does me) I'd recommend house ruling the many subpar weapons/armor to be more attractive, instead of artificially limiting magic items.
 

Any trap options, be it for weapons or anything else, is very bad game design.

Kind of a catch 22 for the designers there though. On one hand, if you have a game where all of the weapons and items are balanced and useful all the way around, you'll sure make people who care about the game the most happy, but you'll make the simulation people unhappy. If you go the other way, you'll have the people who value realism happy, but gamers unhappy. Besides, there's a very simple reason a lot of the weapons are superior to others: that's the way they are in real life.
 

Zelc

First Post
If you're worried about trap options among melee weapons, I once made a revised set of melee weapon stats to remove them. If you use this, you should probably nerf Dueling or buff Great Weapon Fighting though (I like the reroll any damage die option). The other problem is this considers 2d6 damage one step up from 1d12 damage when it's really only a half step up, and there's no great way of changing this. I think 1d6+1d8 is a bit clunky.

K7Nolbs.png
 

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