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House Rule Idea: Exploding Weapon Dice
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<blockquote data-quote="DND_Reborn" data-source="post: 8556711" data-attributes="member: 6987520"><p>I know you were, my comment was more for [USER=6685541]@BookTenTiger[/USER]. But since nothing I wrote to that poster has gotten any response at all, I think they are ignoring me? <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> </p><p></p><p>Yep, d12 "great" weapons is the better way to go if you want to keep the cap of 12. Actually, we reduced them to d10 weapons since there were only a few d10 weapons and d12/2d6 weapons.</p><p></p><p>Another thing we've done with weapon is make martial weapons actually more powerful by:</p><p></p><p>1) they have two damage types instead of one, so you choose which type you deal with an attack</p><p>2) they have advantage on damage rolls, which increases their damage but also increases the chance of critical damage (which makes sense with a martial weapon IMO).</p><p></p><p>Of course, we also merged Light/Finesse and Heavy/Two-handed into just Light and Heavy, and we've adjust other weapon properties. For example, with versatile you can either gain the increased damage die when used with two hands <em>OR</em> you can gain a +1 on your attack rolls due to increased control (instead of increased power).</p><p></p><p>Flail as a special property now: if used against a target benefiting from a shield, you gain a +1 on your attack roll as flails were literally used to wrap around shields to hit the target behind.</p><p></p><p>And a few other changes to make weapons more interesting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8556711, member: 6987520"] I know you were, my comment was more for [USER=6685541]@BookTenTiger[/USER]. But since nothing I wrote to that poster has gotten any response at all, I think they are ignoring me? 🤷♂️ Yep, d12 "great" weapons is the better way to go if you want to keep the cap of 12. Actually, we reduced them to d10 weapons since there were only a few d10 weapons and d12/2d6 weapons. Another thing we've done with weapon is make martial weapons actually more powerful by: 1) they have two damage types instead of one, so you choose which type you deal with an attack 2) they have advantage on damage rolls, which increases their damage but also increases the chance of critical damage (which makes sense with a martial weapon IMO). Of course, we also merged Light/Finesse and Heavy/Two-handed into just Light and Heavy, and we've adjust other weapon properties. For example, with versatile you can either gain the increased damage die when used with two hands [I]OR[/I] you can gain a +1 on your attack rolls due to increased control (instead of increased power). Flail as a special property now: if used against a target benefiting from a shield, you gain a +1 on your attack roll as flails were literally used to wrap around shields to hit the target behind. And a few other changes to make weapons more interesting. :D [/QUOTE]
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