D&D 5E Importing Black Hack's Dealer of Death to 5e Fighter.

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
So here's the actual mechanic of the game:
DEALER OF DEATH
A Warrior has a ‘pool’ of Damage Dice
(d6s) equal to their HD. (Black Hack 2 goes only to lvl 10)

- When making an Attack distribute
any number of these Damage Dice
among any number of Nearby
targets.
- Make an Attribute Test for each
target to see if they are hit, if so, roll
the Damage Dice assigned to them
and reduce their HP by that amount.
- The pool of Damage Dice resets at the
start of the Warrior’s turn.

So how would I import this in a 5e to remove fighter's extra attacks, giving design space for more out of combat stuff?

  • Pool equal to the Fighter level/2.
  • Damage size equals the weapon damage die.
  • As part of the attack action, the Fighter distribute any number of dice on enemies within weapon range. Fighter apply Str or Dex mod only once per turn.
  • Fighter makes 1 attack rolls per target.
  • The pool resets at the start of the fighter's turn.

So a level 11 fighter with a longsword would have a pool of 5d8 and one +mod to distribute across different enemies or a single bit hit.

I dont do maths, so, how does it look?
 

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It lines up pretty well with the current fighter at the low- to mid-levels. It scales way past the fighter's current damage output once you get into the teens.

That said, there are a lot of weird corner cases that would pop up with this system (for example, what happens if you take the Great Weapon Master feat and use the -5/+10 option? do you get +10 on every target you hit?). It would get very messy and be prone to abuse. If you want to free up design space, why not just give the fighter abilities that can be used in place of an attack?
 

It lines up pretty well with the current fighter at the low- to mid-levels. It scales way past the fighter's current damage output once you get into the teens.

That said, there are a lot of weird corner cases that would pop up with this system (for example, what happens if you take the Great Weapon Master feat and use the -5/+10 option? do you get +10 on every target you hit?). It would get very messy and be prone to abuse. If you want to free up design space, why not just give the fighter abilities that can be used in place of an attack?
oh, I'm just testing some stuff I find fun from others games to see what can be added to our game.

Yeah, feat would be a problem.

Anyway, I'll find something else.
 

I would apply static mods once per target, and permit dice to be applied as the fighter moves.

1d at level 1, and another d at each odd level.

GWM with a flaming GS and 25 str belt at 20 is 4d6+17 (31) at +8 to hit on up to 10 targets, or 22d6+17 (94) on one. It eould make fighters awesome at clearing minions, harking back to their chainmail roots.

You'd need a new level 20 feature. "Superhero": Gain a use of second wind, action surge, and replace indomidable uses with legendary resistance uses.
 

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