I know that size doesn't grant the same inherent benefits that previous d20 versions had, but what does it grant here? This seems to be largely resolved down to "whenever it matters".
Also, since some builds allow for med/small versions, just allow tiny/small versions, too.
I'm been hashing out some abilities and penalties for Tiny creatures, although I haven't playtested them yet.
Tiny Creatures: Because of your Tiny size, you suffer from numerous restrictions, but also gain several benefits:
• You have disadvantage on Strength ability checks and Strength saving throws, but you have advantage on Stealth checks.
• Your carrying capacity and the weight you can push, drag, or lift is halved, and you can only carry half as many Supply (minimum 1 Supply). Additionally, you can carry no more than one Bulky item.
• You can move through the space of any creature that is Small or larger.
• You require 1/4 Supply each day, instead of 1 Supply.
• You have limited types of weapons you can use. See the Tiny Attacks sidebar.
Tiny Attacks
Tiny characters can wield Tiny weapons. Tiny weapons weigh a quarter as much as a regular weapon of the same type, but they inflict less damage (see below), they lose the breaker and reach traits, and the ranges for missile and thrown weapons are halved.
Tiny Weapons | |
Regular Weapon Damage | Tiny Weapon Damage |
1d4 | 1d2 |
1d6 | 1d3 |
1d8 | 1d4 |
1d10 | 1d6 |
1d12 or 2d6 | 2d4 |
Exception: Tiny mechanical weapons, such as crossbows, firearms, and geared slingshots deal the same amount of damage as their larger versions, since the power is due to the mechanics and not the wielder’s physical abilities. The Narrator may decide other weapons are also exempt from this rule.
A rogue’s Sneak Attack damage and an adept’s Martial Arts die should also be reduced using the above table: a 6th-level rogue should inflict 3d3 additional damage with a sneak attack rather than 3d6.
Tiny characters can also wield regularly-sized weapons (those sized for Small and Medium creatures), provided those weapons don’t have the heavy or reach traits, and the character must use two hands to do so. If the weapon weighs more than two pounds, the character has disadvantage on attack rolls made when using those weapons.
No matter if you wield a Tiny weapon or a regular-sized weapon, you may still add your full Strength or Dexterity modifier to the attack and damage rolls.
Tiny PCs and Magical Damage
Tiny weapons have their damage reduced due to their wielder’s small size—but this may give casters an unfair advantage, since magical attacks are very rarely dependant on the caster’s Strength or Dexterity and their damage output is generally unchanged.
In a game where Tiny PCs are mixed with Small and Medium PCs, this is likely less of a problem. These characters are less likely to play front-line warriors and rely heavily on physical damage. But in a game where most or all of the characters are Tiny, the disparity will be far more noticeable, and a caster will outshine any of their martial allies.
In such a case, there are two options: either reduce the damage that casters inflict so it matches the Tiny Weapon damage, or simply get rid of Tiny Weapon damage, and have the weapons inflict normal amounts of damage.