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Getting Rid of Variable Weapon Damage- An Immodest Proposal
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<blockquote data-quote="Horwath" data-source="post: 8519774" data-attributes="member: 6801299"><p>I would like to see damage, for melee weapons at least be somewhat standardized and made with some common sense for balance.</p><p>5E weapon table is out of whack. </p><p>Just a mess of trying new numbers and holding some legacy damage dice.</p><p></p><p>so lets have a go at standard damage.</p><p>It will have different dice, but with some rules.</p><p></p><p>All are proficient with all weapons. think of it at simple weapon base.</p><p></p><p><strong>melee weapons:</strong></p><p></p><p>base damage: <strong>1D8</strong></p><p></p><p>damage die categories: 1<->1d3<->1d4<->1d6<-><strong>1d8</strong><->1d10<->1d12<->2d6<->2d8</p><p></p><p>properties:</p><p>light(L): reduce damage die by 1 step</p><p>finesse(F): reduce damage die by 1 step</p><p>thrown(T)(40/120): reduce damage die by 1 step</p><p>reach(R): reduce damage die by 1 step</p><p></p><p>two-handed(2H); increase damage die by 2 steps</p><p>heavy(H): increase damage die by 1 step</p><p></p><p>properties interactions:</p><p>light cannot be reach,</p><p>light cannot be twohanded,</p><p>light cannot be heavy, DOH!</p><p>finesse cannot be heavy,</p><p>heavy must be two handed,</p><p>thrown cannot be two handed.</p><p>versatile(V) is free property for all 1Handed weapons without finesse, light or thrown property</p><p></p><p>this is some rules to cut down on possible number of combinations of weapon properties.</p><p></p><p>Now we are left with:</p><p></p><p>1d3: L,F,T</p><p>1d4: L,F</p><p>1d4: L,T</p><p>1d4: F,T</p><p>1d4: F,R</p><p>1d4: R,T</p><p>1d6: L</p><p>1d6: F</p><p>1d6: R, V(1d8)</p><p>1d6: T</p><p>1d8: V(1d10)</p><p></p><p>1d8: 2H, F, R</p><p>1d10: 2H, F</p><p>1d10: 2H, R</p><p>1d12: 2H</p><p>1d12: 2H, H, R</p><p>2d6: 2H, H</p><p></p><p>this now leaves us with basic 17 melee weapons.</p><p></p><p>Now you can decide on concept of your character and their weapons, and pick one damage type B/P/S and properties that most match visual of your weapon and character concept.</p><p></p><p>ranged weapons:</p><p>lets also keep it simple:</p><p></p><p>shortbow: 1d4: 2H, reload free</p><p>longbow: 1d6: 2H, H, reaload free</p><p></p><p>light crossbow: 1d8: 2H, reload Action(bonus action with crossbow expert)</p><p>heavy crossbow: 1d10: 2H, H, reload Action(bonus action with crossbow expert)</p><p>hand crossbow: 1d4: reload Bonus action(free with crossbow expert)</p><p></p><p></p><p>This is base damage or simple training damage.</p><p></p><p>Martial characters raise their damage die by 1 additional step with above mentioned scale:</p><p>damage die categories: 1<->1d3<->1d4<->1d6<-><strong>1d8</strong><->1d10<->1d12<->2d6<->2d8</p><p></p><p>All classes with Extra attack feature gain martial training at 1st level(damage die increase).</p><p>But, we might push this to 2nd level to prevent some cheeses.</p><p></p><p>Now for special cases and racials:</p><p></p><p>Rogues gain martial training in 1Handed finesse weapons and ranged weapons.</p><p>Elves gain martial training in all finesse weapons and all bows.</p><p>Dwarves gain martial training in all axes and hammers.</p><p>halflings gain martial training in all thrown weapons.</p><p>and any subclass that gains proficiency in all martial weapons gain martial training.</p></blockquote><p></p>
[QUOTE="Horwath, post: 8519774, member: 6801299"] I would like to see damage, for melee weapons at least be somewhat standardized and made with some common sense for balance. 5E weapon table is out of whack. Just a mess of trying new numbers and holding some legacy damage dice. so lets have a go at standard damage. It will have different dice, but with some rules. All are proficient with all weapons. think of it at simple weapon base. [B]melee weapons:[/B] base damage: [B]1D8[/B] damage die categories: 1<->1d3<->1d4<->1d6<->[B]1d8[/B]<->1d10<->1d12<->2d6<->2d8 properties: light(L): reduce damage die by 1 step finesse(F): reduce damage die by 1 step thrown(T)(40/120): reduce damage die by 1 step reach(R): reduce damage die by 1 step two-handed(2H); increase damage die by 2 steps heavy(H): increase damage die by 1 step properties interactions: light cannot be reach, light cannot be twohanded, light cannot be heavy, DOH! finesse cannot be heavy, heavy must be two handed, thrown cannot be two handed. versatile(V) is free property for all 1Handed weapons without finesse, light or thrown property this is some rules to cut down on possible number of combinations of weapon properties. Now we are left with: 1d3: L,F,T 1d4: L,F 1d4: L,T 1d4: F,T 1d4: F,R 1d4: R,T 1d6: L 1d6: F 1d6: R, V(1d8) 1d6: T 1d8: V(1d10) 1d8: 2H, F, R 1d10: 2H, F 1d10: 2H, R 1d12: 2H 1d12: 2H, H, R 2d6: 2H, H this now leaves us with basic 17 melee weapons. Now you can decide on concept of your character and their weapons, and pick one damage type B/P/S and properties that most match visual of your weapon and character concept. ranged weapons: lets also keep it simple: shortbow: 1d4: 2H, reload free longbow: 1d6: 2H, H, reaload free light crossbow: 1d8: 2H, reload Action(bonus action with crossbow expert) heavy crossbow: 1d10: 2H, H, reload Action(bonus action with crossbow expert) hand crossbow: 1d4: reload Bonus action(free with crossbow expert) This is base damage or simple training damage. Martial characters raise their damage die by 1 additional step with above mentioned scale: damage die categories: 1<->1d3<->1d4<->1d6<->[B]1d8[/B]<->1d10<->1d12<->2d6<->2d8 All classes with Extra attack feature gain martial training at 1st level(damage die increase). But, we might push this to 2nd level to prevent some cheeses. Now for special cases and racials: Rogues gain martial training in 1Handed finesse weapons and ranged weapons. Elves gain martial training in all finesse weapons and all bows. Dwarves gain martial training in all axes and hammers. halflings gain martial training in all thrown weapons. and any subclass that gains proficiency in all martial weapons gain martial training. [/QUOTE]
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