D&D 5E [Let's Read] 5e Minigame and Subsystem Sourcebooks

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Here we have another product that seeks to make the Tarokka deck a more frequent element in Ravenloft games. But whereas Madam Eva’s Tarokka Deck of Friends, Foes, & Fortune was focused largely on adventure generation, the Tarokka Critical Hit Deck covers combat. In-universe, the idea is that the Dark Powers have an inordinate interest in the PCs, and their influence can be called upon during momentous times.

These rules split the deck in two: 40 cards from the Common Deck, and 14 cards from the High Deck. Cards from the Common Deck can be drawn whenever a character rolls a natural 20 on an attack roll, and only one card can be drawn per turn save for “legendary situations.” The Common Deck is player-facing, meaning that only players draw from it unless they ask the DM to do so. The effects of a card are applied in addition to the normal results for a critical hit (usually double damage) rather than replacing it. A few modify the critical hits, albeit for the better; the 6 of Swords has you roll the weapon damage dice three times instead of two if attacking with a melee weapon.

The High Deck’s cards are drawn only by the Dungeon Master, and should be reserved for dramatically appropriate situations. Such as at the start of combat or when a PC rolls a natural 1 on an important task. Once a High Deck card is drawn and effects applied, it is put face-up at the bottom of the deck and that particular card can never be used more than once per session; replicated results weaken the impact.

Swords/Spades are themed around martial and physical might. Around half the cards deal additional damage, grant additional effects if the hit was a melee attack, and two of them have effects dependent on a certain equipment type. Some interesting results include the 3 of Swords (+2d6 damage, an ally with a shield can move up to their speed and make a free shove attack against the target), the 8 of Swords (choose an ally that can hear you to gain a d12 Bardic Inspiration die), and the Master of Swords (melee attack deals +20 damage, ignoring resistance and immunity).

Stars/Clubs draw upon the powers of magic and are accompanied by supernatural effects. Three of the cards grant additional damage on top of the base effect if the attack was a spell. Some interesting results include the 1 of Stars (target that doesn’t have Legendary Actions turns into a random trinket if they fail a DC 13 Constitution save), the 4 of Stars (instantly learn HP, resistances, and vulnerabilities of one enemy that you can see), and the Master of Stars (1-10 on a d20 has you roll on Wild Magic Surge table, 11-20 lets a creature of choice to regain one low-level spell slot).

Coins/Diamonds play off the power of greed and in wanting more things. Seven of the cards can cause the loss, gain, or trade of an item, or allow for/require the attacker or target to pay gold pieces to cause or resist an effect. Some interesting results include the 5 of Coins (every creature present loses 5 gold or takes 10 force damage if they can’t pay the cost), 8 of Coins (a ghost appears demanding tribute, dealing 1d100 damage minus the amount of gold paid to one ally and one creature of choice), and the Master of Coins (+3d6 damage, bonus damage dice are maximized if target is unaware or done as part of a sneak attack).

Glyphs/Hearts are themed around faith, religion, and holiness. Three of the cards grant beneficial healing effects to the card-drawer and/or allies, and two have additional effects against undead targets. Some interesting results include the 5 of Glyphs (cast a concentration-free Spike Growth spell), the 7 of Glyphs (target is Charmed by you and your allies for 1 turn unless they are immune to the condition or have Legendary Actions), and the 9 of Glyphs (target attacks one of its allies on its next turn or falls prone if they cannot do this action).

The High Deck is made up of 14 cards. If using standard playing cards, they are the Jacks, Queens, Kings, and Joker cards (Aces are the Master cards). The book advises to never draw from this deck with the intention of punishing PCs. “They are meant to enrich the game, not torment your party.” Several of the cards do impose negative conditions, so I take it that the punishment is meant more for metagaming reasons.

Some interesting results include the Darklord (shadows of the environment take pieces of the PC’s own shadows away; non-evil creatures present lose 5 HP, a single evil creature on the same plane gains the total as temporary hit points for 1 year), the Horseman (a spectral warhorse ridden by a headless corpses rushes through the area, knocking prone and dealing damage to those in its path), the Mists (Fog Cloud spell effect, but up to 1 mile and people within can see grasping vaporous hands), and the Tempter (character hears a voice granting them knowledge of learning the single answer to a question pertaining the past or present by dealing 5d10 damage to a willing creature, and if the question involves a creature’s weakness their next attack deals 1d100 necrotic damage to that creature).

Thoughts: The Critical Hit Deck is a pretty nifty feature, albeit a rather high-magic one that may not necessarily be appropriate for all Ravenloft groups. I do like the variety in critical hit possibilities so that you don’t ever really know what you’ll get when drawing. And besides some results from Coins, the vast majority of cards have no downsides or double-edged sword bargains. That role goes to the High Deck, and given how it’s restricted to DM Fiat, that prevents the default rules from feeling like a burden to the players.
 

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This product is actually part of a larger collected work that I do not own. It’s also a tad on the lengthy side, so if I were to review it I’d likely make it its own thread.

The World’s Greatest Roleplaying Game: the Game is an Inception-level metanarrative, where you play as players playing a game of Dungeons & Dragons 5th Edition. The player-PCs of the 5e PCs have Apocalypse World-style playbooks reflecting a common type of gamer, such as the Actor or Optimizer, and they can use their moves to give in-game benefits to their 5e PCs. The session is otherwise a typical game of 5th Edition D&D rather than being its own RPG.

There are nine playbooks, eight for PCs and one for the DM (Master of Dungeons). Four of the playbooks roll an unmodified d20 to trigger relevant moves, and are considered to be death saving throws for the purposes of interaction with other rules even though they don’t have to be used when a PC is dying. Rolling a 9 or less causes the intended move to backfire in some way, a 10-19 is a success, while a natural 20 has a success which goes above and beyond. The other four PC-facing playbooks don’t require a d20 and typically interact with Inspiration in some way, shape, or form. The Master of Dungeons is its own special case.

The Actor merges player and PC skill together by granting the opportunity to auto-succeed at a Charisma skill check by role-playing it out. And by roleplaying it out, I mean roll a death saving throw! A natural 20 grants Inspiration, but a 9 or less backfires and imposes disadvantage on Charisma-based rolls against the same targets.

The Explorer is played whenever the PC is seeking out something. 10 or above grants some kind of hint or clue, but 9 or less causes you to roll with disadvantage on the relevant check. There is no natural 20 result for this playbook.

The Instigator move is played whenever the PC does something against the better judgment of the rest of the party. This automatically grants their PC an additional bonus action that can be held onto to use for later. But further uses of this ability during the same session cost Inspiration.

The Warrior can trigger only if the PC spends their action, movement, and bonus action and successfully causes damage to a target. In such a case, Inspiration can be spent to cause maximum damage.

The Optimizer is unique in that the 9 or less d20 roll imposes no negative conditions. It triggers whenever two features of a PC (feats, spells, magic items, etc) are used in concert with a single action. A 10 or above allows one to ignore a condition of the feature, such as requiring a short or long rest to recharge, while a natural 20 increases one effect of the action by 50%, such as dealing one and a half times as much damage.

On a 9-, you must abide by all conditions as normal. What? We’re not gonna punish you for choosing such a great combination. You’re the Optimizer!

The Problem-Solver can be triggered whenever the PC fails a skill check or saving throw. A 10 or above allows them to temporarily avoid the consequences of failure, being able to retry the roll again with disadvantage or find some other way to circumvent fate up to their proficiency bonus in rounds. If used, the PC needs a long rest to do so again, and 9 or less forces the PC to deal with the consequences of failure.

The Storyteller can be played whenever a new NPC is introduced, spending Inspiration to create a piece of backstory or personality for them. Furthermore, the PC and their allies have advantage on skill checks against that character whenever they take advantage of that trait against them.

The Rules Lawyer move triggers whenever they correct the Master of Dungeons about some rule in the game, but must spend Inspiration for every additional use more than once in a session. However, the Rules Lawyer’s PC takes disadvantage on all rolls related to any house rules in play, but gains Inspiration if both of the disadvantaged d20 rolls manage to beat the DC.

The Master of Dungeons is a specific DM-only playbook. Whenever a player uses any of the other playbooks to do a successful move, the Master of Dungeons can give +5 HP to any monster or NPC of their choice or increase the next skill check DC by 2.

Thoughts: These are pretty simple rules that can be bolted onto 5e games without much hassle. Some of the playbooks are more narrowly focused; the Actor only interfaces with a narrow range of d20 rolls, and the Warrior can only affect damaging abilities. Optimizer and Problem Solver are incredibly broad in what they can be used on, and while I do like the Storyteller’s ode to collaborative story-telling common to PbtA games, for dungeon-crawling fantasy I can see a player falling into a repetitive rut of “the NPC is cowardly/overly trusting/underestimating my PC’s race/class/etc” or something similar to justify advantages on rolls. Instigator and Rules Lawyer I can see taking special care to employ, given that their moves can more easily generate adversarial playstyles in disagreeing with the other players or DM. I also like how the DM gets something when moves are successfully triggered, which can help temper PCs from overusing their moves beyond the limitations of Inspiration and rest.

I’d like to note that the hacking of the “2d6 Apocalypse World” resolution system into a d20 death save provides for some interesting effects. In being a death save, Bardic Inspiration can modify the roll, and Bane and Bless’ 1d4 modifiers can do so as well. Same with the Lucky feat’s luck points. Those are what I’ve been able to find via a quick Googling, but I’m sure there are CharOps folks out there who can cook up more innovative combos.
 

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From the same creators as King of the Road, Wizard Sleeve Studios has reimagined several popular franchises as minigames for 5th Edition. Amongst Thou is obviously based on Among Us, a one-shot that takes place on an airship where the PCs are adventurers en route to their next destination. But one of the PCs is actually a monster in disguise known as the Deceiver who seeks to murder the other PCs. In this adventure, the Dungeon master is basically the referee/arbitrator and the majority of conflict is between players.

There’s a lot of advice for running this in both online and offline games, offering advice in keeping the rest of the group in the dark about the Deceiver’s identity given that foreknowledge will ruin the point of the adventure. Using mobile devices, private messaging, subjective lighting and fog of war effects for virtual tabletops, and private rooms for things like Discord are suggested for online games. For in-person games the classic “pass note cards to the players” and “take each player into a separate room” are suggested.

The adventurers must go about the airship doing maintenance and repairs in order to ensure that they reach their destination, and Captain Frocktor (who’s the sole NPC who doesn’t do anything else) assigns individual PCs various tasks to perform which take the form of ability or tool proficiency checks. The Deceiver, in addition to hunting and killing the other PCs, can also sabotage tasks which can impose negative consequences for the survivors. We have a gridded handout of the ship map for both the upper and lower decks, and the game is separated into combat rounds for the purposes of movement and time. Rolls for tasks (or sabotage) normally take an action, although the DC of the checks start at 10 and increase by 1 every round (the starting DC is higher at other Tiers of player). There’s no negative consequences for failing a check besides time wasted.

There are six forms of Sabotage the Deceiver can do, each with their own complications. For example, breaking an engine part in the Engine Room means that a PC must first repair the broken part in the Blacksmith room as its own task before being able to work on the Engine Room task (repairing the engine as a whole) on its own. Poisoning food in the kitchen gives the Poisoned condition to any PC who eats the snacks prepared during an Urgent Assembly.

The Deceiver, in addition to sabotage, has the ability to murder a PC by taking an action if they’re both in the same room. The Deceiver’s nature is vague although a few monsters are suggested for the DM (lycanthrope, possessing ghost, doppelganger). But instead of resolving it as a typical combat, the murder attempt auto-succeeds with no means of resistance. PCs who die come back as ghosts, and can continue performing tasks on the ship albeit with disadvantage, and they’re also incapable of interacting with or cluing in the other PCs as to the nature of their murder.

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When a dead body’s discovered or a PC calls for one by visiting the meeting room on the third round or later, an Urgent Assembly can be gathered where all tasks are stopped and every living PC puts a vote as to who they believe is the Deceiver and thus thrown overboard. Votes can be openly cast or tallied in secret. If the Deceiver’s correctly chosen, then the surviving PCs “win” the adventure. If an innocent is selected, they come back as a ghost. The PCs can also win the adventure if every task is successfully completed, at which point the airship reaches its destination. The Deceiver wins if they either murdered all other PCs or avoid being thrown off the airship. There’s also a mention that the Deceiver technically wins if there’s only one other PC alive, “as they won’t have enough votes to vote the Deceiver off the airship.” This raises the question, then, on what happens if the votes result in a tie? There’s also no mention of what happens if all the tasks are completed (adventurers win) but the Deceiver’s still alive (Deceiver wins). Wouldn’t that be a draw, then?

A short epilogue is given, which can differ if done as part of a larger campaign rather than a one-shot. In such a case, the captain can give the party a Monocle of Revelation as a reward, a new rechargeable magic item which can expend charges to grant the wearer truesight (no duration specified) or gain advantage on their next Insight check. Additionally, less-lethal alternatives for losing are given, such as accused PCs being put in a magical dream-like state or correctly identifying the Deceiver allows the PC to be turned back to normal from whatever state which caused them to become a monster.

Thoughts: Although I haven’t played Among Us, the inspiration and mechanics of that game are quite clear in Amongst Thou, albeit reflavored for a fantasy airship setting rather than a sci-fi spaceship. I will say that it cleaves a bit too heavily to the game, and while the handling of secret information for games is useful, the adventure fails to discuss or consider the myriad ways 5e PCs have of discerning the murderer. A Zone of Truth cast during an Urgent Assembly can put the Deceiver in a tough spot, although on the other hand one can argue it encourages clever wordplay for the monster’s player. Additionally, a PC with a familiar can have it shadow another PC and use telepathic communication to keep each other aware of their surroundings. Furthermore, monsters aren’t exactly brimming with skill proficiencies, so unless the DM has everyone make die rolls in secret (a tall order) an observant player might notice that the Deceiver pretending to be a Wizard is rather lacking in tool and lore-related proficiencies. Of course, none of these things can break the adventure on its own, but it would’ve been nice to see the book touch upon such subjects.
 

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From the same makers as Glittergold’s Clockwork Combat, Glittergold’s Guide to Gambling (shortened to GGG for this review) is a rather creative piece of work providing seven games of skill and chance. The concept is that Garl Glittergold, god of gnomes, opened a new temple-casino known as the Gilded Nugget, and this book is his in-character guide in sharing some of his favorite games with the reader. In keeping with the charitable nature of Clockwork Combat, proceeds of all sales go to Extra Life.

GGG introduces a new game mechanic and in-universe item known as gembones. They’re basically the polyhedric dice we all know and love, and they can be used for gambling with the games in this book but are also wagered in those very games. The value of a gembone is determined by the make of its material (ranging from bone to precious metals and gems) and the number of sides, and for the purposes of these gambling games gembone rolls use a “g” instead of a “d” for rolls. A shared set of material is commonly used depending on the stakes of a game; for instance, a six-sided gembone made out of bone would be worth 6 copper pieces, read as a g6, and used in low-stakes casual games. But a twenty-sided die made from sculpted gold would be worth 20 gold pieces, be read as a g20, and used in high-stakes games often in casinos and high society functions. GGG links to some online dice sellers on Amazon for appropriate-looking dice, all the better for DMs who want to encourage their use as props.

Furthermore, there are ways for a 5e character’s in-game abilities to affect gembone games. For instance, the Lucky feat can be used to reroll a single roll for gembones (not just d20s), a Persuasion check can be used to move the dealer with a desperate sob story to try and go for “double or nothing” after a loss, and there are even ways to cheat at the games such as using Sleight of Hand to swap a valuable gembone with another!

Following are the 7 games. Each provides an alternative set of Game Variants for different modes of play, as well as a Point System for those who want to gamble for fun without wagering gembones. In the latter case they are divided into point values for Quick Games (if you want to do more than one such game a session) and Full Games (for when a single game takes center stage during a session).

Tripledip is a game of chance where each player rolls 3 four-sided, six-sided, or eight-sided gembones; higher die values are rare due to making the game much longer. Getting two or three of the same number in a combination (“dubs” for two matches or “trips” for all three) counts as a win and the player has their dice “locked.” Remaining players reroll until they get a winning combination, and the person with the highest winning combination receives gembones from other players, the amount based on the combination tier. There are four game variants, such as Machae’s Golden Pot where gembones ordinarily given to the winner are placed in a “golden pot” whose contents are given to the player to first roll “trips.”

Garl Glittergold, as well as one of the game variants, warns of a high-stakes Tripledip casino which tricks betters into signing over their souls to play the game for eternity…or until they win with a 20-20-20 roll.

Lucky No. 13 is popular among the worshipers of trickster deities, and it is common tradition to give a portion of one’s winnings to the altars of such gods. Every player needs a four, six, eight, and ten-sided gembone, and the aim of the game is to roll as close to 13 as possible without going over. Only one gembone is rolled per round, and once rolled that player’s gembone stays on the table until the game ends. The sole game variant known as Blessings of the Tricksters has players choose from among one of six deities (all from Forgotten Realms) at the beginning of the game to grant them a unique power they can use once during the game. For example, Tymora allows a player to flip a coin and add 1 or 2 to the result if their gembone total is 12, while Brandobaris allows a player to swap their last roll with a roll from an unrolled gembone if they go bust.

Rolled Gold is a game where players compete against the house, where gembones of a minimum size are the “buy in” but the house rolls a 1g20. The house’s roll determines the single potential payout die for players who win (can range from a g4 to a g100), which is called out by the house, and then players can follow up with up to three “wager dice.” The wager dice are rolled, and a player wins if they roll higher than the house or have a total of 20 or above; if the house rolled a natural 1, the wagers are paid 1 to 1 and the game is over. For games that have the payout and wager die as both g20, a bonus g4, g6, or g8 die can be wagered and added to a single g20 roll with the move being named after a spell or class feature (ex: g4 is Guidance). There are six minor Game Variants, such as Acerak’s Bane where the house rolls 1g4 and subtracts the result from all player rolls but a player roll of 20 has a better payout, or Dark Moon Heresy where house rolls are made at advantage in one game and disadvantage the next.

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Barovian Boneyard is a game played against the house that originated in the Demiplane of Dread, and several names for its rules derive from locations such as Svalich or Vallaki. The game is played solely with g6s, and each player wagers one such die. The house rolls 2g6 and the players 1g6. The result of the players’ rolls are compared to the house rolls. The goal is to get between the house’s highest roll and lowest roll for a Ravenloft, but matching either roll, a Svalich, pays out evenly; unless the house rolls doubles, in which case matching it is a 2 to 1 win. Getting higher than the higher roll or lower than the lowest roll is a Mist, or a loss. There are five minor variants, such as Blinsky where instead of gembones winners receive tickets which they use to buy creepy stuffed toys, or Wolves in the Woods where a Svalich result is a loss for the player.

Hag’s Haggle is our final game versus the house, where the concept is that the players are entering into a risky bargain with a hag. The dealer, taking the role of “hag,” states a code of conduct for players to abide by at their table, and tend to be silly things that don’t have a direct effect on the rules (players roll dice with tiny polymorphed t-rex arms, gembones must be rolled and handled with the left hand only). Failing to abide by the bargain means that the player is considered to be cheating at the game and they lose. The dealer calls out which kinds of gembones will be used in the game, and the players place their wager dice in the tray, at which point the house rolls and then the players roll. The house rolls are two dice that have the same max result as the player’s but with better odds: for example, if the house is rolling 2g10 then the players roll 1g20, and such dice also determines the payout. At various points during the game the dealer can offer the player the opportunity to “strike a bargain,” where they may have the chance of undoing a loss but with greater risks. The bargains can also vary like the Codes of Conduct, but three sample bargains are given. One example has the player guessing the result of their next die roll for a potential 10 to 1 payout, but at risk of losing their gembone if they don’t call the number even if they would ordinarily win the roll-off.

I Cast ‘Fireball’ relies more on skill than the other games while still having some unpredictability with dice; it is a houseless game where the players play against each other but a neutral spectator is used. It is custom for an illusory fireball to be cast centered on the table when someone wins the game. Much like the fireball spell, every player begins the game by rolling 8g6 when the spectator shouts “cast!” Once rolled, each player must find out which number appears the most often among their gembones, and set all such gembones with that result off to the side as being “locked.” This process is repeated with lower amounts of gembones being rolled until one player has all of their gembones being the same number, at which point they must shout “FIREBALL” to win the game. The locked gembones of every player are given to the winner, where ties are determined by either the spectator or other players. There are six variants which are themed around different spells, such as “I Cast Wall of Fire” where locked gembones are stacked on top of each other but those who fall off become unlocked.

Tiamat Is the only game in GGG that makes use of cards. The only die used and wagered is a g100, which is used to keep score rather than rolled itself in the game. Tiamat uses a custom 50 card deck, with 10 cards each of five different chromatic dragon colors. The goal of the game is to make a winning combination from a hand of five cards, and the more cards of the same color you have the better your result. The player with the highest winning hand deals damage to other players that is based upon their own hand, where the relative strength of the losers’ hands determines how much damage they “block.” Tiamat card decks are often magical and enchanted to create illusory dragons doing battle during such a time, making it a popular spectator sport. Players who take damage change their g100 to lower results, representing their “life counter.”

Tiamat’s three game variants are based off of popular draconic creatures, such as Bahamut where players are organized into two teams (chromatic and metallic) and team members cannot damage each other.

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The subsequent sections are much shorter. Gambler’s Code talks about common rules of etiquette for gembone gamblers as well as consequences for cheating. Gembones made of gold piece-equivalent and higher value material are often crafted with magic that makes them glow if the results are magically altered. Cheaters caught at the Gilded Nugget are punk’d by the manager: in claiming to be impressed at the cheater’s ingenuity, they are escorted to a VIP Room and offered one of four new magic items provided in this book as a reward. All four such items are cursed, with the curse only removed via an exorbitant donation to the Church of Glittergold. They include the Belt of Gnome Giant Strength (STR becomes 10 if higher than that value), Duck Blade (looks like a Luck Blade but summons 10d100 ducks to the area if the “wish” is used), Snake Eyes Greatsword (+1 greatsword that treats all damage rolls as if the dice rolled a total of 2), and Stone of Fool’s Luck (attuner believes they have advantage on Ability Checks, but actually has disadvantage).

Our product wraps up with a glossary of common gambling terms as well as a few specific to this product, and an advertisement for four other 5e products by other publishers the author believes make a good addition to gambling-themed events and adventures.

Thoughts: I am not a probability expert, so I cannot accurately attest to the odds and playability of the games within Glittergold’s Guide to Gambling. Most of their rules are simple enough to be ascertained quickly by players, and between the game variants and point values there’s a good amount of ways to keep these games feeling fresh. I particularly like how the in-game skills and proficiencies of PCs can influence play, even if such rules are brief, and I love the concept of gembones as the major betting mechanic because it has a more interesting feel than just wagering coins. They can also make for good treasure for parties to find on adventures and introduce them to the games. The in-character text boxes of Glittergold’s narrations are flavorful, and I do appreciate the fact that the author is willing to shout out the products of other publishers and dice makers.

When it comes to the gambling games themselves, I’m rather fond of the last two, likely due to them having a better mixture of skill as well as chance. I Cast Fireball encourages sharp eyes and quick estimations, while Tiamat is a rather simple card game that is quicker to play than something like Three-Dragon Ante. I also like Barovian Boneyard, where instead of a simple “higher/lower is better” the winning combination of die results is highly dependent on what the house gets. Beyond this, I enjoy its concept of extraplanar call-outs that come with the implied shared universe of many D&D settings.

Tripledip and Lucky No. 13 are a bit too simple for me to have many thoughts on one way or another. Hag’s Haggle feels similar in being an inherently simple game, with the Codes and Bargains being more of an ad hoc means to add complexity. I’m a bit unsure about Rolled Gold. A single d20 has every result being an even 5% chance, but when rolling three dice that creates a bell curve. I can see a 3d6 being “fair,” although when you hit 3d8 the dice start to tip in the player’s favor. I’d have expected the “buy in” die to be lost no matter what. On the other hand, as the payout die for a win is only ever a single gembone (with g12s for house results of 11-12, g20s 13-18, and g100 for 19-20) that still means that over half of players are at risk of losing an equal or greater value (3d4 is 12, 3d6 is 18) of gembones money-wise via the wager.

The cursed magic items at the end are an amusing touch, although the flaws of the Duck Blade are a bit more subjective; there may be times when a one-use hoard of ducks can actually be helpful to the party!
 

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There’s quite a bit of weapons in 5th Edition, but in practical play most gamers stick to a few, with some being suboptimal choices clearly outclassed by others. The authors of Choose Your Weapon sought to remake how weapons work by tying them directly to a character’s martial skill. Dispensing with simple and martial weapon proficiencies, their damage is tied to a new mechanic known as an heroic damage die determined mainly by class. This damage die can be further altered by weapon properties, and unlike properties of the core rules the ones here are reflective more of a character’s particular fighting style rather than an innate quality of the weapon itself.

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The Heroic Damage Die is determined by the class a PC selects at 1st level, ranging from 1d6 for primary spellcasters to 1d12 for the Fighter and Barbarian. Paladins and Rangers have a d10, and Bards and Rogues a d8. Monks are a special case, for they have an heroic damage die of d6 but they can use the die of their Martial Arts class feature for monk weapons if it’s a higher value. The heroic damage die can be further altered in a number of ways up or down the damage die ladder in a process known as steps. Generally speaking, qualities which can be advantageous to a weapon reduce its damage by 1 or 2 steps, but ones which impose some kind of hindrance can raise it by 1 or 2 steps. A PC’s innate heroic damage die increases by 1 step if they multiclass into a class with a higher value, and subclass features that can grant martial weapon proficiency can also improve it by 1 step (up to a maximum of d10 unless it’s already better). Races which grant martial weapon proficiencies don’t alter this, and Blade Pact Warlocks and Bladesinger Wizards use a d10 for their signature weapon but d6 for all others. In the Bladesinger’s case the final base damage should be d8 or less. There is a problem with the above graphic in that it is missing the d10 value, although the sample text more or less confirms that it’s nestled between the d8 and 1d12/2d6 steps:

As a Fighter, your weapon damage die with the hand crossbow is reduced from d12 to d10 (one-handed), then from d10 to d8 (light), and finally from d8 back up to d10 (loading). You deal d10 + your Dexterity bonus damage with your hand crossbow.

Already we can find several interesting impacts on the base system: for one, this makes non-monk unarmed strikes a lot more potent, for even with negative ladder steps a Barbarian or Fighter can deal 1d8 or d10 damage with their bare fists, and even a quarterstaff can deal a mighty 1d12 or 2d6 damage in the hands of a Paladin or Ranger with the versatile property applied. As for the monk, they get the short end of the stick in that they won’t be dealing a lot of damage; I’ll get into it further, but with how Choose Your Weapon works they’ll be dealing 1d4 damage base at low levels unless they opt to go for two-handers, which don’t qualify as monk weapons. As for light and one-handed weapons? That’s going to be a measly 1 until their Martial Arts die grows to 1d8 and 1d10 at 11th and 17th levels. They aren’t going to be batting at the same level as even Rangers and Blade Pact Warlocks. It feels wrong for me that Fighters and Paladins can punch better than Monks, so I would apply a personal rule where Monk Weapons use a d10 for their Heroic Damage Die.

As for multiclassing, Choose Your Weapon makes starting out as a martial class a better option, particularly for gish builds. As such things were heavily encouraged in basic D&D with armor proficiency, those Fighter/Wizard builds have all the more reason to take their 1st level in Fighter with Choose Your Weapon. An unarmed character or one who wishes to be a monk would do better in taking their first level in Barbarian, Fighter, or a martial subclass such as Valor Bard.

When players or DMs make a new weapon under these rules, it is known as a Template. They are character-specific means of wielding a weapon: for example, a mighty-thewed barbarian may wield a greatsword with wild, powerful blows and even throw it a respectable distance. They may deal 1d16/2d8 damage to reflect their inaccurate yet deadly fighting style: a base damage of 1d12/2d6, modified by two-handed for 0 steps, heavy +2 steps, and thrown 30/120 feet -1 step. Meanwhile a Pact of the Blade Warlock may use their innate magical abilities to fight with more precise strikes and keep their opponents at a distance. They may technically have the same weapon but deal 1d8 damage: a base damage of 1d10, modified by two-handed 0 steps, and with the reach property -1 step. PCs create new personal templates as they wield or acquire different weapons in play, and for DMs which desire added verisimilitude can use an optional training rule. In this case, PCs are treated as untrained with new weapons and have disadvantage on attack rolls until they spend downtime becoming proficient with them as per rules in the Dungeon Master’s Guide or Xanathar’s.

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Properties for weapons both new and existing are outlined, along with how they may alter steps on the die ladder. One-handed weapons reduce damage by 1 step, and two-handed weapons leave it unaltered. Ranged and thrown weapons don’t alter the damage die at the lowest levels (ammunition 30/120 feet, thrown 20/60 feet), although higher ranges can reduce the die by 1 or 2 steps and in the case of ammunition weapons they cannot be one-handed. Heavy weapons are altered in this system: instead of being wielded only by Medium and larger races, they impose disadvantage on attack rolls but increase the damage die by 2 steps and can only be applied to two-handed weapons. One-handed weapons with the Versatile property increase the damage die by 1 step when wielded in 2 hands, which given that one-handed imposes a 1 step penalty this more or less negates it. The lance property (which works like a lance but without reach by default) adds 2 steps, putting it up there with Heavy. As for the double property, it is -2 steps and both ends of the weapon are used to attack: it is a two-handed weapon by default, but for two-weapon fighting both ends are created as 2 one-handed light weapons. For those with the Dual Wielder feat, an attack made with an action or reaction deals -1 step and an attack made with a bonus action -2 steps. In regards to 2-weapon fighting, a reading of this sounds like the weapon could have a total of -4 steps (-2 by default, -2 for turning the two-handed weapon into one-handed light weapons), which can be really punishing. Even a d12/2d6 PC will be reduced to 1 on the damage die ladder this way. As for Reach (-1 step), it is the same as in the PHB save with the caveat that Small or Tiny PCs can’t apply it unless they also apply the Heavy property, which has the effect of making gnomes and halflings rather inaccurate with whips.

For very big monsters, there are Oversized and Massive properties, wielded by creatures 1 or 2 size categories larger than the PC. Oversized is like the heavy property but none of the upsides, while massive cannot be wielded at all. Neither property can be chosen for weapons at character creation.

We also get a new sub-system for Entangling weapons, which don’t damage but restrain a target and use their own properties instead. Generally speaking, the only real properties are range and have their own prerequisites: melee the weapon cannot have the finesse, lance, or versatile properties, ammunition 30/120 feet requires the weapon to have the loading property, thrown 5/15 feet must be a one-handed weapon without the finesse property, and thrown 10/30 feet is only for two-handed weapons. In each case a target is restrained on a successful hit, and can only be used on Large or smaller creatures that aren’t formless (Oversized and Massive can be used against Huge creatures). A weapon can have the Dual property where it can deal damage instead of entangling at -1 step with its own properties, but in such a case both versions are built with properties as close as possible. The barbed property deals damage to a restrained target equal to the heroic damage die -2 steps at the beginning of each of their turns.

Characters going for pure damage have the ability to really crank up values. A weapon with the Heavy and Lance properties can go up a whopping 4 steps, but as the damage die ladder tops out at 1d20/2d10 it is redundant to have more than 2 or 3 steps for martially-inclined PCs. As for ranged weapons, the only property that can increase damage is Loading, and only by 1 step which is perhaps for the best given how useful ranged attacks are in comparison to melee.

We also get a table of Standard Weapon Templates showing how virtually every PHB weapon (plus a few new ones) can be built in this system. The notable additions include various polearms sized for Medium and Small characters, while weapons that would ordinarily be Heavy in the PHB such as greatswords and mauls lack this property. Generally speaking, the d12 and d10 classes do overall more damage with non-two handed weapons which would be Simple, but more or less the same values for martial properties. The d6 classes do less across the board, and in cases where it’s -2 steps (mostly in the case of one-handed weapons with the light property) deal a measly 1 damage!

To showcase how this system can be used to make entirely new weapons, we have stats for a yklwa, a one-handed weapon with the 20/60 thrown weapon for a total of -1 step. We also see the return of the two-bladed sword, listed as a Double Sword which is a two-handed melee weapon with the Double property.

I did spot a few errors: the whip has the one-handed and reach properties which would reduce it by 2 steps, but in the table only reduces by 1 step. The shortbow, light crossbow, and heavy crossbow list ammunition at 90/350 when the latter category should be 340. As for the Double Sword it lists -2 steps, although given the problems I saw in that property above there isn’t an easy way to put it in a table.

Special Cases cover clarifications to the rest of the rules in using this new system. For one, natural weapons from a race’s innate features that don’t have special effects use the Choose Your Weapon rules, with some general guidelines like determining whether it’s one-handed or two based on how many hands are free when the attack is made. For weapons acquired through class features or a racial ability with secondary effects (like secondary damage from forced movement), the damage die of the default ability is used. For monks, any weapon that doesn’t have the two-handed, heavy, and oversized properties counts as a monk weapon, and uses the higher value of either their Martial Arts or Heroic Damage Die when making attacks with monk weapons.

Enemies explains that in most cases the Choose Your Weapon rules shouldn’t apply to NPCs and monsters. Not only does it heft a lot more work on the Dungeon Master, the damage output of enemies are often already balanced with their default features. But for DMs who wish to make their stat blocks from scratch, the book gives six sample roles and their appropriate damage die: for example, Controllers focus less on direct damage and so have a d6, while Brutes tend to be physical melee types at d10. The Skirmisher has the highest at d12, being glass cannons that strike fast and hard.

Overall Thoughts: From a broad perspective, Choose Your Weapon applies a net increase to non-monk martial classes and frees up characters to reflavor weapons as they desire without being forced into suboptimal choices (“but I really like flails!”). On the other hand, it has several side effects as a result of implementation, like all but requiring spellcasters to make use of cantrips or heavier weapons to deal respectable damage. For example, Clerics are now on par with Sorcerers and Wizards when wielding longswords (1d4 damage), and two-weapon fighting Rogues need to rely even more on poison and Sneak Attack for damage (1d8 -2 steps for light and one-handed weapon properties is 1d4). Due to this, the book’s reception among gaming tables will differ depending on what classes are being used by players: martial characters, particularly pure martials like the Barbarian and Fighter will love it, as will some gish builds like the Valor Bard, Bladesinger Wizard, and Pact of the Blade Warlock. But Monks, Rogues, and War Domain Clerics may not be as fond of the damage die drops for their one-handed and non-loading ranged weapons.
 

Libertad

Hero
For a change of pace, I did a live streaming review of a sourcebook:


The Zero Level Rulebook takes the iconic character creation funnel from Dungeon Crawl Classics and converts it to 5th Edition D&D. A pretty fun idea for a one-shot!
 


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