I saw a meme about this the other day and it got me thinking… attack cantrips have damage dice that scale with caster level, right? Sometimes doing other effects as well.
My question is: what if martial classes (eg Fighter, Paladin, Ranger and Barbarian) also had their melee weapon damage scale up?
So, I've messed with this extensively.
What I ended up with that sort of works looks like this:
1. When making a weapon attack, at 5th 11th and 17th level you deal an additional [W] damage. So a 2 handed sword at level 11 by default deals 6d6.
2.
Extra Attack on a Fighter reads: When you make the attack action, you can sacrifice one [W] of damage on all of your attacks to make an additional attack. At level 11 and 17 they just get more attacks without having to give up [W]s.
3. I also add a
Combat Dominance feature to Fighter 5: On your turn, you have advantage on weapon attacks if the target of your attack has not attacked you or caused you to make a saving throw since the end of your last turn. (This is a pseudo-marking mechanic). This gives Fighters a pseudo-mark mechanic (if you ignore the fighter, they'll mess you up).
4. I also made Action Surge read: You can make an additional attack, move your speed, and gain advantage on attribute checks in addition to your other actions on your turn, but only once on your turn and you cannot do this again until you complete a short rest. You get extra uses of this feature.
4. Barbarians (a) an unarmed or improvised attack, and (b) even more [W] dice starting at level 5.
5. Paladins get advantage on attacks on creatures who have damaged
someone else, and extra radiant damage starting at level 5. They do this through an EK-like "blessed weapon". (This gives paladins a pseudo-mark mechanic). At higher levels they get both extra SMITE damage dice and radiant base damage.
6. Rangers get "Bladesinger" style "you can cast a ranger spell that requires an action and make an attack as part of the attack action" starting at 5. They also get some tweaked cantrips.
7. Monks get a 2nd bonus action, and flurry is 1 attack and no longer a bonus action or an action, just 1/turn.
Part of the goal is to ensure that all melee characters have a distinct game loop; they feel different to play.
The fighter feels the most like the base 2024 fighter; except they have the combat dominance game to play. And action surge isn't pure damage, but also maneuverability and tricks. (I also buff up second wind; I think it should be a half-heal with a defensive buff, so you use it when you are down to 25% and are being focused on).
The paladin is playing a crit-fishing game with smites and hard blows. Their damage bonus doesn't stack with weapon size, so using a 1 handed + shield is very tempting.
The Barbarian is gettting one big hit per turn instead of 2 smaller ones, plus a punch or an improvised attack. Hitting someone for 12d6 is its own reward.
The monk's gaining of bonus actions gives it a lot of flexibility with it choices features. Each bonus action can be a MA attack, or use its dodge/dash/etc abilities to reposition. Their core action is now just 1 attack; this means their action is very cheap, as more of their power budget is in their 2 bonus actions or their "action-free" flurry.
Rangers choose between a cantrip or a ranger spell each turn, plus get an attack. This is a big difference. Many of their spells also gives attacks, as would some of their cantrips.
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Anyhow, the end result of this is effectively exponential damage output from melee types; every 4-5 levels melee character damage output doubles.
This has to be matched with a similar increase in damage output of spellcasters. Sorcerers, I kill flexible casting and give them sorcery points as a short rest resource. Then I auto-upcast spells based on the number of sorcery points you spend. And at level 11+ it starts getting even more gonzo.
After this entire balance sweep, we now have to go after monsters.
The base PC goes from roughly linear damage and HP (very roughly; more affine, but), to exponential damage and linear HP.
An appropriate monster then needs exponential HP and linear damage. Well, I often tweak up self-healing of PCs as well, which makes HP somewhat super-linear, but not by much.
You then rejigger monsters that way, then use (HP*Damage*2^([AC+ATK]/10)^0.6 to get an XP value. This lets you use higher or lower level monsters, and just add up XP for a fight.
All of this is a fair amount of work. It isn't as hard if you only have a handful of players, but resweeping the entire game is a bitch.
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TL;DR - the damage boost is huge, so you end up having to rejigger much of the game.