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Oversized and undersized weapons in 5e
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<blockquote data-quote="NotAYakk" data-source="post: 9222849" data-attributes="member: 72555"><p>1. There are no rules for PCs using oversized or undersized weapons, outside of the Enlarge/Reduce spell and similar abilities that grow / shrink gear with the PC.</p><p></p><p>For the Enlarge/Reduce spell, it adds or subtracts 1d4 damage from each hit.</p><p></p><p>For Rune Knight, it adds a 1d6 damage die 1/turn to a hit.</p><p></p><p>These are bespoke rules.</p><p></p><p>2. For monsters, their exactly damage dice is flavour, and their damage output is a question of CR. However, there is advice that for oversized monsters, you increase the number of damage dice by 1 for each size category. So a reasonable number of damage dice for a Huge (2 sizes larger than medium) greatsword is 6d6, and a longbow would be 3d8.</p><p></p><p>For smaller creatures that aren't trivial foes, the damage they do with the weapon should mostly be flavour: a non-weapon based source of damage should usually be key.</p><p></p><p>...</p><p></p><p>Balance wise, extra damage is medium-strong. These are roughly even tradeoffs</p><p>+1 weapon : +1d6 damage weapon</p><p>+2 weapon : +1d12 damage weapon or +2d6</p><p>+3 weapon : +2d8 damage weapon</p><p></p><p>But a +3 weapon is legendary -- something a level 20 PC should be happy to find in a treasure horde. The ability to wield a Huge greatclub is about as good as a legendary item!</p><p></p><p>...</p><p></p><p>Practically... what would I do?</p><p></p><p>One thing I like to do is replace the "Belts of Giant Strength" with different mechanics. Instead of setting your strength, they add a Might die.</p><p></p><p>The Might die adds to Strength saving throws, Strength checks and to damage on Strength based attacks.</p><p></p><p>I might go a step further, and have the Might die be doubled if the weapon and PC are both super-sized?</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9222849, member: 72555"] 1. There are no rules for PCs using oversized or undersized weapons, outside of the Enlarge/Reduce spell and similar abilities that grow / shrink gear with the PC. For the Enlarge/Reduce spell, it adds or subtracts 1d4 damage from each hit. For Rune Knight, it adds a 1d6 damage die 1/turn to a hit. These are bespoke rules. 2. For monsters, their exactly damage dice is flavour, and their damage output is a question of CR. However, there is advice that for oversized monsters, you increase the number of damage dice by 1 for each size category. So a reasonable number of damage dice for a Huge (2 sizes larger than medium) greatsword is 6d6, and a longbow would be 3d8. For smaller creatures that aren't trivial foes, the damage they do with the weapon should mostly be flavour: a non-weapon based source of damage should usually be key. ... Balance wise, extra damage is medium-strong. These are roughly even tradeoffs +1 weapon : +1d6 damage weapon +2 weapon : +1d12 damage weapon or +2d6 +3 weapon : +2d8 damage weapon But a +3 weapon is legendary -- something a level 20 PC should be happy to find in a treasure horde. The ability to wield a Huge greatclub is about as good as a legendary item! ... Practically... what would I do? One thing I like to do is replace the "Belts of Giant Strength" with different mechanics. Instead of setting your strength, they add a Might die. The Might die adds to Strength saving throws, Strength checks and to damage on Strength based attacks. I might go a step further, and have the Might die be doubled if the weapon and PC are both super-sized? [/QUOTE]
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