D&D 5E Give me ideas for a really simple boost to martial characters [2014]

I'm working on a revision to concentration that likely be a minor boost to casters. I would like to also provide a boost to martial characters, and it's okay if it's bigger than the caster boost.

One thing I need to make clear is that PCs and NPCs/monsters are the same in my worlds. While I use simplified statblocks for monsters and most NPCs (ie, the sorts of ones in the MM or VGtM), I sometimes spruce them up to make sure that they approximate the sorts of things PCs do. So a warrior type might get a fighting style, etc. By a similar token, anything a PC-race NPC can do, a PC should be able to approximate. The reason I bring this up in context is that whatever boost I'm giving to the players I'm also giving the same (or an approximate equivalent) boost to monsters. So I need something simple enough to apply to every goblin and ogre.

I'm adapting a small number of 2024 rules to my 2014 game, but while I like the idea of the cool weapon mastery features, the system is entirely too unwieldy for my needs, and doubly so since my weapon-wielding monsters would all be using it also.

One rule I'm already considering is the Cleaving Through Creatures optional rule from DMG p. 272. Basically, when you drop an undamaged creature to 0 hp with a melee attack you give the overflow damage to another adjacent creature that would have been hit with the attack roll. This can chain to additional creatures. But I'm considering eliminating the requirement that the creature has to be undamaged, and limiting the attack to a melee weapon attack (to leave spell attacks out).

That should be relatively simple. It's easy to use with monsters, and there isn't any compelling reason to limit who can do it, so it just becomes a thing that excess weapon damage often gets passed to adjacent targets. Casters are rarely going to get any benefit from it. I recognize it privileges melee over ranged, and I'm 100% fine with that.

I'd love some thoughts on how that rule would work out, as well as suggestions for other rules I might use instead or in addition to it.

Thanks in advance!
 

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TwoSix

I DM your 2nd favorite game
I'd probably let the damage carry over to any other target within weapon range, but I'm not a stickler for "one roll = one swing".

I would certainly treat the damage to the second target as essentially another attack roll (that's inheriting the roll from the first attack); the second target should have the ability to activate spells or features that raise AC, lower damage, grant resistance, etc.

The tricky part would be any reaction ability that grants disadvantage or modifies the attack roll; if a second character is cleaved into and casts something like silvery barbs, does that retroactively modify the attack against the first character?
 

So, I am in the camp that Martials (esp Fighters) need something but not neccessarily something combat focused. I also fondly remember 2e days when Fighters got more Non-Weapon Proficencies than Magic-Users (because NWP were based on class not Int).

Therefore, I always look at ways to give fighters such things as; More Skills and/or tool proficencies, or 2 Backgrounds, or Expertise in more things.

As for combat, rather than upping their offense, how about helping them shrug off magic easier? Either extra Saving Throw proficencies or a flat bonus to saves vs. magic.
 

Pauln6

Hero
Level Up has some nice ideas, like treating fighters like rock stars so they get bonuses to persuading commoners, or intimidating creatures low a lower CR, one where they get a free information gathering if they go on a pub crawl etc.

I've only ever thought fighters and rangers needed a boost.
 


Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
I like to take the features of the UA brute from a few years ago and add them to the fighter chassis.

They are powerful and simple.
 

give out multiple fighting styles.
opportunity attacks trigger when moving/casting/ect within thrown/ranged weapon ranges.
martial alternative to Shield spell when equiped with a shield/finesse weapon except adds PB AC.
 

J-H

Hero
I added Cleave Through in my current in person game. We have a swprd-wielding rogue, NPC fighter (run by a player), cleric who uses the Flail of the Ages a lot, and a sorcerer. In 41ish sessions, Cleave Through has been remembered exactly 0 times. Too situational and fiddly.

The big boost is "let martials have magic items" and "remove attunement from items that don't justify it." Generally, if something doesn't give you more spell slots, modify your saving throws or max hit points, grant useful immunties, or alter your base stats, it doesn't need attunement.
 

DrJawaPhD

Adventurer
I'm working on a revision to concentration that likely be a minor boost to casters. I would like to also provide a boost to martial characters, and it's okay if it's bigger than the caster boost.
What is your revision to concentration that you are considering? It's hard to suggest something on par with an unknown

Cleaving Through Creatures is a really weak buff because it's so situational. How often are two enemies ever standing next to each other? Basically never. For this to do anything, you not only need them to be standing next to each other but also you need to kill one. This rule will come up so rarely that it isn't even worth adding

I like the suggestion above from J-H about magic items, that helps everyone but preferentially helps martials.
 


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