Xeviat
Dungeon Mistress, she/her
Hi everyone. Back during the play test, there was a round where warriors earned extra dice of damage that could be traded for other things. I miss that. Also, 5E has really useful cantrip damage scaling (especially if you're a level 2+ warlock) and this odd Extra Attack multiclass mechanic that doesn't allow for stacking.
Is there a better way?
Since day one, I've been wanting to eliminate "Extra Attack" and have weapon damage scale like cantrip damage. The rogue already mostly works this way, with sneak attack constantly scaling.
I also find "Extra Attack" to be "too good" compared to other level up bonuses. It's so good, it feels like it forces/eliminates choices when creating a multiclass character: "Welp, I better get to level 5 ASAP before I multiclass ..."
Removing "Extra Attack" and adding class abilities on the order of the cleric's cantrip damage, the paladin's improved divine smite, or the wizard's potent cantrip would allow for additional differentiation of warriors.
I've been playing with things, but I've run into a problem: I can balance it for the Fighter, but it powers up everyone else. See, since the fighter gains Extra Attack at 5, 11, and 20, replacing those with smaller features and adding +1 weapon dice at 5, 11, and 17 is easily balanced. The fighter is losing about 5 damage per attack compared to Extra Attack. But, the other classes don't get quite as much.
The paladin gets improved divine smite at 11. That's easily adjusted by granting radiant damage dice at 5 and 11 instead, but then they get a boost when they hit 17th. The rogue gets sneak attack every odd level; if you move the sneak attack scaling to 1st and multiples of 3, or just remove 5, 11, and 17ths, you get the same with a single weapon, but they get a buff with TWFing gaining extra dice.
For the others, what is balanced at 5th would become power ups at 11th and above. I'm not familiar enough with high level play to know if the other warriors need damage boosts at level 11 and up. I do know that my current barbarian player doesn't feel that the barbarian is enticing into the teens, but that might be because our 3 deadly encounters per day structure has been beneficial to his rage usage.
Also, giving up Extra Attack would remove the ability for warriors to have a lesser chance of doing 0 damage. It's easy for a cantrip to miss, but you have to miss twice for nothing to happen with Extra Attack. Splitting damage is easy, because a basic ability would be "split Attack: reduce your damage dice by 1, but add +1 target within reach". Raising the the chance of dealing 0 damage balances out mathematically, but I'm concerned that it wouldn't be a well received change.
So, my questions are these:
1) What do you think of a houserule for scaling weapon damage and alternate abilities to replace Extra Attack, along with some options for giving up a die of damage to add attack effects?
2) Would you significantly miss the lower chance of zero damage?
3) Would this overpower level 11+ non-fighter warriors, or could they use the buff?
Thank you for your input.
Sent from my iPhone using Tapatalk
Is there a better way?
Since day one, I've been wanting to eliminate "Extra Attack" and have weapon damage scale like cantrip damage. The rogue already mostly works this way, with sneak attack constantly scaling.
I also find "Extra Attack" to be "too good" compared to other level up bonuses. It's so good, it feels like it forces/eliminates choices when creating a multiclass character: "Welp, I better get to level 5 ASAP before I multiclass ..."
Removing "Extra Attack" and adding class abilities on the order of the cleric's cantrip damage, the paladin's improved divine smite, or the wizard's potent cantrip would allow for additional differentiation of warriors.
I've been playing with things, but I've run into a problem: I can balance it for the Fighter, but it powers up everyone else. See, since the fighter gains Extra Attack at 5, 11, and 20, replacing those with smaller features and adding +1 weapon dice at 5, 11, and 17 is easily balanced. The fighter is losing about 5 damage per attack compared to Extra Attack. But, the other classes don't get quite as much.
The paladin gets improved divine smite at 11. That's easily adjusted by granting radiant damage dice at 5 and 11 instead, but then they get a boost when they hit 17th. The rogue gets sneak attack every odd level; if you move the sneak attack scaling to 1st and multiples of 3, or just remove 5, 11, and 17ths, you get the same with a single weapon, but they get a buff with TWFing gaining extra dice.
For the others, what is balanced at 5th would become power ups at 11th and above. I'm not familiar enough with high level play to know if the other warriors need damage boosts at level 11 and up. I do know that my current barbarian player doesn't feel that the barbarian is enticing into the teens, but that might be because our 3 deadly encounters per day structure has been beneficial to his rage usage.
Also, giving up Extra Attack would remove the ability for warriors to have a lesser chance of doing 0 damage. It's easy for a cantrip to miss, but you have to miss twice for nothing to happen with Extra Attack. Splitting damage is easy, because a basic ability would be "split Attack: reduce your damage dice by 1, but add +1 target within reach". Raising the the chance of dealing 0 damage balances out mathematically, but I'm concerned that it wouldn't be a well received change.
So, my questions are these:
1) What do you think of a houserule for scaling weapon damage and alternate abilities to replace Extra Attack, along with some options for giving up a die of damage to add attack effects?
2) Would you significantly miss the lower chance of zero damage?
3) Would this overpower level 11+ non-fighter warriors, or could they use the buff?
Thank you for your input.
Sent from my iPhone using Tapatalk