Saeviomagy
Adventurer
Yeah, but warriors already lag when it comes to fighting groups... now they're giving up dice and having to learn maneuvers to be poor at it?So, I was wanting to explore changing weapon damage to be 1[W] per tier, just like cantrips. Characters would drop down to single attacks, except TWFing. There would also be learned maneuvers for the warriors to allow for other tricks, like giving up a weapon die to split your attacks between multiple targets (this way, your multitarget damage is cumulatively higher than your single target damage, but your single target damage is higher per target; 1d8+5 to two or 2d8+5 to one, for instance).
Exciting!In place of Extra Attack, the warrior classes would get abilities like the cantrip users and clerics get.
awwThey'd get across the board buffs to their attacks.

The problem to me looks like I'm better off waving a greatsword instead of slinging cantrips even if I have no stat modifier or levels in martial classes.This way, a multiclasser wouldn't necessarily feel rushed to reach 5th level in a particular class to keep up, but the classes are still rewarded at certain tiers.
Which is problematic because this would still apply against people not wearing any armor at all. It's also problematic because it's diminishing the value of reckless attack by quite a bit, and radically changing the balance between damage dealt and attack bonus.In my initial ideas, I ended up with the following abilities. They were all balanced roughly equally with the PHB versions, but things got weird past that:
Barbarian: half-damage on a miss. When a barbarian attacks you, even if your armor takes it, it still hurts.
It also doesn't mesh with any mind view that sees hit points as not being just meat.
1W + modifiers + X<cantrip dice> is only going to be competitive with XW+modifiers with specific cantrips and weapon combinations. Also this is way, way worse than what you gave barbarians.Valor Bard and the other Gishes: War Magic. Instead of Extra Attack, let them make attacks and cantrip uses at the same time. This needs to explicitly state that it's a 1W weapon attack, though.
With the above modification, barbarians literally never ever miss, so they are the most accurate, no matter what bonus you hand out here. Ironically a high attack bonus here would mean that barbarians are the most accurate, while warriors are the hardest hitting.Fighter: Weapon Mastery. The Fighter gets a bonus to hit and damage with weapon attacks. Not counting barbarian reckless attack, fighters are the most accurate. This is easily balanced through level 20, though I'd recommend moving their capstones around since weapon damage scales at 17th.
Monk: Improved Martial Arts. The monk keeps their multiple attacks. While their main attack scales with additional dice, they'll gain more 1W unarmed attacks.
Paladin: Improved Divine Smite. Move the paladin's improved divine smite earlier. They get extra radiant damage on their attacks sooner to keep up with the curve.
Ranger: Hunter's Quarry. Give Rangers a form of sneak attack against targeted foes. It's similar to the paladin's radiant damage. Maybe let this bypass any damage resistances? Or something.
The rest of these are too vague to really comment on.
All up... interesting idea. But it does kind of seem to be fixing something that's a bit of a non-issue with an overly large hammer.