D&D 5E Crazy dice ideas

Cyberen

First Post
Tying damage to the wielder addresses several issues with damage :
* it shortcuts the whole class => weapon proficiency => weapon damage which seems like a needlessly convoluted way of enabling more fighty classes with bigger dice.
* it acknowledges the abstract nature of HP more consistently : fighting is about outmaneuvering your opponent, and better fighters higher damage output models their superior ability : they are better at getting their opponent helpless (0 HP in my book)
* it gives the Fighter one of his shticks : he really IS undisputed master of combat, and it is no longer the byproduct of his superior gear, but directly of his superior skill.
Of course, on top of this basic layer, you could have a rule *module* which could help differentiate weapons on their sfx, or their effectiveness (such as "this weapon can't go higher than d6").
 

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