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CHALLENGE: Change one thing about 5e
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<blockquote data-quote="Dorian_Grey" data-source="post: 6949713" data-attributes="member: 6801878"><p><strong>Problem</strong></p><p>Weapons are boring. Look at the Glaive and the Halberd - they are the exact same weapon. There are minimal differences between the Battle Axe and Longsword (price and weight). There are some obvious "best choices" for most characters.</p><p></p><p><strong>Solution</strong></p><p>I'd put in a few more options, drawing heavily from 2nd Edition. For example, variable melee reach categories:</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Short: </strong>You can attack only targets in front of you, or in the flank you threaten. Cannot be used for opportunity.</li> <li data-xf-list-type="ul"><strong>Melee:</strong> You can attack anyone within five feet of you.</li> <li data-xf-list-type="ul"><strong>Reach:</strong> You can attack anyone within ten feet of you.</li> </ul><p></p><p>Further, I'd look at strength vs. dexterity weapons with the "Savage" property:</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Savage:</strong> When using a savage weapon, you make only one attack per round. If you have more then one attack, or could use a bonus action to attack, you cannot do this. Instead, you roll multiple damage dice when you hit. Take the number of your attacks and roll damage plus bonuses for each attack you would normally get. This applies, currently, to any weapon which is both two-handed and heavy.</li> </ul><p></p><p>Finally, put speed factors on weapons - so that heavy powerful weapons slow down the character in initiative.. but when they hit you feel it!</p></blockquote><p></p>
[QUOTE="Dorian_Grey, post: 6949713, member: 6801878"] [B]Problem[/B] Weapons are boring. Look at the Glaive and the Halberd - they are the exact same weapon. There are minimal differences between the Battle Axe and Longsword (price and weight). There are some obvious "best choices" for most characters. [B]Solution[/B] I'd put in a few more options, drawing heavily from 2nd Edition. For example, variable melee reach categories: [LIST] [*][B]Short: [/B]You can attack only targets in front of you, or in the flank you threaten. Cannot be used for opportunity. [*][B]Melee:[/B] You can attack anyone within five feet of you. [*][B]Reach:[/B] You can attack anyone within ten feet of you. [/LIST] Further, I'd look at strength vs. dexterity weapons with the "Savage" property: [LIST] [*][B]Savage:[/B] When using a savage weapon, you make only one attack per round. If you have more then one attack, or could use a bonus action to attack, you cannot do this. Instead, you roll multiple damage dice when you hit. Take the number of your attacks and roll damage plus bonuses for each attack you would normally get. This applies, currently, to any weapon which is both two-handed and heavy. [/LIST] Finally, put speed factors on weapons - so that heavy powerful weapons slow down the character in initiative.. but when they hit you feel it! [/QUOTE]
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