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Latest Level-Up Rewards Table Solves Action Economy and Two-Handed Weapon Balance

ren1999

First Post
Level-Up 1 Level Rewards

1st level characters start with 2 actions and 1 reaction
(two handed weapons do 2[w] damage but also cost 2 actions)
(the second and 4th attack action does not add your ability or proficiency or magic modifiers)
1st level range is line-of-sight

1st level area effect burst radius is 10 ft.

Leveling up 1 level

+2 to an ability(max 20 per ability)

or +1 to 2 abilities(max 20 per ability)

or 1 new skill

or skill bonus +5

or 1 new feat

or 1 new spell

or +5 ft. burst radius

Leveling up to 5th level

and +1 action(max 4) (notice that your damage per action always remains 1d and is not increased by level-ups)

Leveling up to 10th level

and +1 reaction(max 2)

Leveling up to 15th level

and +1 action(max 4)
 

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I like the general concept here, but I think that several of the rewards are too steep-- +2 to an ability score for leveling up is will quickly get out of hand. Also, I can see problems developing related to damage bonuses on multiple attacks overshadowing total damage output for 2 handed weapon attacks. I think that with a few more tweeks, this could be a solid method of addressing actions and 1 vs 2 handed weapons. I admire the simplicity very much.
 

I like the general concept here, but I think that several of the rewards are too steep-- +2 to an ability score for leveling up is will quickly get out of hand. Also, I can see problems developing related to damage bonuses on multiple attacks overshadowing total damage output for 2 handed weapon attacks. I think that with a few more tweeks, this could be a solid method of addressing actions and 1 vs 2 handed weapons. I admire the simplicity very much.

About the ability scores, I think that a +2 with a +1 modifier is a fair trade for a martial maneuver feat. I plan to make those very valuable.

So with two weapon damage, you would do 2d12+your str modifier, this costs 2 actions.
At 15th level+, you would use your 4 actions to make 2 two-handed weapon attacks.

With a primary weapon and a secondary weapon, you would do 1d12+your str modifier with your primary,
and then you would do 1d12+no modifiers for your secondary.
At 15th level+, you would make two primary attacks with modifiers for damage, and two secondary attacks with no modifiers for damage.

Of course, this is my own creation.
kira3696.tripod.com
 
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Would all weapons do the same damage (i.e. D12)?

In the example above the two-handed and the double weapon user both do the same damage except the double weapon user get two attack rolls instead of one.

If you could choose a +2 to any stat every level then yes that is too much IMO .
 

Would all weapons do the same damage (i.e. D12)?

In the example above the two-handed and the double weapon user both do the same damage except the double weapon user get two attack rolls instead of one.

If you could choose a +2 to any stat every level then yes that is too much IMO .

The difference in damage would be from weapon type.

For example, a dedicated caster, a Wizard, could wield two +1 daggers.

the primary dagger would do 1d6+1+strength mod damage
the secondary dagger would do 1d6+1 damage

if the wizard uses two hands on one dagger, then the dagger will cost 2 actions but 2d6+1+str damage

Long defensive weapons would do 1d8 and cost 2 actions, but you add +2 to ac with them.

Grappling weapons would do 1d4 damage, but you can grapple and restrain with them.

Two handed thrown weapons would do 2d6+1+str+proficiency and cost 2 actions, but then you need to ready an action.

one handed thrown weapons would do 1d6+1+strength mod damage,

then a melee attack would do 1d6 damage only.

Each weapon type requires a proficiency.
Throwing weapons and using two hands on weapons requires a proficiency.
 
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2 actions per turn for all characters would also work like this.

The character could attack as her first action and add her ability modifier to her damage on that attack.
Then she could disengage as her second action. Or dodge, help, hinder..

Or the character could attack with ability modifier damage, then with the same weapon attack again as a secondary attack but not add the modifier damage.

Or the character could heal an ally, and then hit an enemy as her second action.

A fighter could attack as his first action, then as a second action, kick his enemy knocking it prone.

At 15th level+ a skilled fighter could take 4 actions 2 primary attacks with ability mod as damage, and then 1 secondary attack without ability mod damage, then the fighter could Hinder another enemy.
 

Your idea has some interesting points. Seems a little overly complicated at this point but that could be I don't know the whole system.

it would seem like the actions would have to come in even numbers since if you had 3 actions then a one handed melee weapon could be used 3 times a round and a dedicated two handed weapon could only be used once per round. Unless I am missing something.
 

Good idea!

Let's say you get +2 actions at 10th level and you are maxed at 4 actions.

Here is a revised weapons table based on that.

Question? Should grappling weapons cost 2 actions?

Weapon/Damage/BenefitAction Cost


Dedicated Martial Classes
2-Handed Weap/2d10+abi/2 act
2-Handed Thrown/2d10/2 act
Long Weap/1d12/AC+2/2 act
Primary Weap/1d10+abi/1 act
Primary Thrown/1d10/1 act
Secondary Weap/1d10/1 act
Secondary Thrown/1d10/1 act
Grab Weap/1d10/+grapple/1act


Casting Classes
2-Handed Weap/2d8+abi/2 act
2-Handed Thrown/2d8/2 act
Long Weap/1d10/AC+2/2 act
Primary Weap/1d8+abi/1 act
Primary Thrown/1d8/1 act
Secondary Weap/1d8/1 act
Secondary Thrown/1d8/1 act
Grab Weap/1d8/+grapple/1act


Mixed Classes
2-Handed Weap/2d6+abi/2 act
2-Handed Thrown/2d6/2 act
Long Weap/1d8/AC+2/2 act
Primary Weap/1d6+abi/1 act
Primary Thrown/1d6/1 act
Secondary Weap/1d6/1 act
Secondary Thrown/1d6/1 act
Grab Weap/1d6/+grapple/1act


Dedicated Casting Classes
2-Handed Weap/2d4+abi/2 act
2-Handed Thrown/2d4/2 act
Long Weap/1d6/AC+2/2 act
Primary Weap/1d4+abi/1 act
Primary Thrown/1d4/1 act
Secondary Weap/1d4/1 act
Secondary Thrown/1d4/1 act
Grab Weap/1d4/+grapple/1act


At 5th level, you get another reaction and max at 2 reactions


At 10th level, you get 2 more actions for a max of 4 actions
 
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