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I actually don't care that much about the greataxe thing anymore. The fact that it's slightly more likely to kill a monster faster is enough to make it reasonable.

The quarterstaff thing is really bugging me, though. It feels like a typo more than anything else. I mean, that's clearly supposed to be 1d4/1d6, right? There's going to be errata for that, right?

Can someone at Origins please ask this?
d4/d6 is for the walking stick that they called quarterstaffs in previous versions. The quarterstaff of antiquity is a 9-10 foot long killing implement that can crush plate armor with one wack. IMHO, it is correctly stat'd now (except it should not be wieldable 1-handed and should be martial!)
 

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I haven't had an opportunity to read the last ten or so pages of this thread, but it seems like a number of folks here have concluded the (incomplete and not-yet-wholly-seen) weapons list is some degree of broken. Has anybody slapped together a "fixed" version of this weapon list yet?
 

I haven't had an opportunity to read the last ten or so pages of this thread, but it seems like a number of folks here have concluded the (incomplete and not-yet-wholly-seen) weapons list is some degree of broken. Has anybody slapped together a "fixed" version of this weapon list yet?
A small number, but there is significant disagreement, and no consensus. If there was a "fixed" version, we'd argue over that, too.

I suggested early on that the critics just homogenize the damage values as a house-rule and move on.
 



My proposed "errata" for the quarterstaff:

simple weapon, 1d6 bludgeoning, two-handed, finesse.

A unique niche; still perfectly legitimate as a choice for certain builds; still capable of doing great damage in the right hands.


That is pretty perfect. Bonus for wizards and monks who almost always have higher Dex than Str and are the two icon classes that use the staff.
 

That is pretty perfect. Bonus for wizards and monks who almost always have higher Dex than Str and are the two icon classes that use the staff.
Those look like perfect stats for a bo staff, which would be perfect for monks; smaller and less unwieldy than a quarterstaff.
 


My proposed "errata" for the quarterstaff:

simple weapon, 1d6 bludgeoning, two-handed, finesse.

A unique niche; still perfectly legitimate as a choice for certain builds; still capable of doing great damage in the right hands.
Neat! So where are we at with maces, handaxes, tridents, and spears?
 

My proposed fix:

Primitive/improvised weapons:
One-handed melee: 1d4 (club)
Two-handed melee: 1d6 (walking stick, great club)
Thrown: 1 damage (rock)

Simple weapons:
Versatile melee: 1d6/1d8 versatile (mace, spear, quarterstaff)
One-handed ranged: 1d4 (sling, dagger, handaxe, light hammer)
Two-handed ranged: 1d6 (shortbow)

Martial weapons:
Versatile melee: 1d8/1d10 versatile (long sword, battleaxe, morningstar)
Heavy melee: 1d12, two-handed (great sword, great axe, maul)
Reach: one lower die size (polearms: d10, two-handed -- hoplite spear: 1d6/1d8 versatile)
Light: one lower die size, and must be finesse (short sword: d6, light, finesse)
Finesse: one-handed only (rapier: d8)
Two-handed ranged: 1d8 (longbow)
One-handed ranged: 1d6 (javelin)

Javelin: Change from simple to martial weapon
Trident: Remove from weapon list ("spear" can represent tridents)
Staffs: The "walking stick" replaces the old quarterstaff. The new quarterstaff is on par with the mace.
 
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