If the versatile is worse than twohanded then it becomes worthless.
yes, but if 2Handed has same damage as 1Handed+versatile, there is no reason to produce 2Handed weapons at all.If the versatile is worse than twohanded then it becomes worthless.
Besides, in reallife, the only difference between a longsword that is onehanded, hand-and-half, and twohanded, is the shape of the grip and the preference of the user. Stat-wise, they are the same weapon.
When versatile is as good as two-handed, then the choice to wield two-handed or use a shield becomes tactically interesting.
The results for simple 1d6 base damage and martial 1d8 base damage look right.
The greatsword (reallife renaissance zweihaender) is an odd weapon that D&D doesnt describe well anyway. It is more like a reach weapon that can only target a creature at reach, cant target adjacent creatures.yes, but if 2Handed has same damage as 1Handed+versatile, there is no reason to produce 2Handed weapons at all.
why would you make a weapon that has fewer amount of potential users with no upside for it?
The 5e mace is a simple weapon and deals 1d6 damage, as the simple weapons should.most monsters are bags of HPs, I dont mind slight bump to damage.
and it looks nicer when you improve STR weapons and not reduce DEX weapons
and I went with 3.5e base of simple mace. 1d8 damage.
longsword was also d8 but with 19-20crit range. since we do not have that in 5E, d10 is next logical step.
one of the reasons for base d8 is, fewer d4 weapons.The greatsword (reallife renaissance zweihaender) is an odd weapon that D&D doesnt describe well anyway. It is more like a reach weapon that can only target a creature at reach, cant target adjacent creatures.
Other twohanded weapons inherently require two hands, like a bow or a pike.
The 5e mace is a simple weapon and deals 1d6 damage, as the simple weapons should.
I would do the clubs as follows, tho.
Baton 1d4 bludgeon: finesse
Sap 1d4 bludgeon: light
Club 1d6 bludgeon: −
Greatclub 1d6 bludgeon: versatile (1d10)
Throwstick 1d4 bludgeon: throw
Nunchaku 1d10 bludgeon: finesse, twohanded
Mace 1d8 bludgeon: versatile (1d12)
Greatmace 2d6 bludgeon: heavy, twohanded
I sympathize. (There is an awesome 12-sided d4.)one of the reasons for base d8 is, fewer d4 weapons.
I really hate the d4 dice.
one more way to reduce the d4 weapons is to remove weapon categories and have all weapons at "martial" damage level all proficient with all weapons.I feel the same way. I find them to be dissatisfying to roll. since they do more of a "plop" than a "roll."
That might be for the best. Make all weapons martial weapons. Even reusable tools like knife, hatchet, and staff need training to wield effectively.one more way to reduce the d4 weapons is to remove weapon categories and have all weapons at "martial" damage level
I have serious doubts as to whether that change is going to stick. But we'll see.One thing people are overlooking with the new crit rules is that it opens up more design space for weapons. Now that you can't double extra damage dice on a crit you can more easily expand the crit range on weapons without rouges and paladins being brokenly overpowered.
I dont care if every wizard is proficient with all weapons.That might be for the best. Make all weapons martial weapons. Even reusable tools like knife, hatchet, and staff need training to wield effectively.
Besides, a spear feels it should be as effective as a martial weapon.
There is no point having "simple" weapons anymore.
Wizards now have cantrips instead of weapons. The Wizard class can have zero weapon proficiencies. But the allow swapping out one cantrip for one martial weapon.
Every other class should have effective weapons.
Versatile would be much more useful if donning and doffing a shield wasn’t a full action. In my experience, people rarely want to lose an action in a 5 turn combat just so they can do an average of 1 extra point of damage or gain a slight AC boost. In our games, we hombrewed doffing a shield as an item interaction and donning a shield as a bonus and it makes versatile much better.Regarding versatile, is it actually worth much? I think it is pretty much useless. People either use versatile weapon one-handed with a shield, or they choose a proper two-handed weapon.
Donning I can see as a full action*, but doffing should be a free action. Unless you mean strapping it to your back rather than simply dropping it to the ground or tossing it aside.Versatile would be much more useful if donning and doffing a shield wasn’t a full action.
what in the name of the gods is a dagger whip or an elven courtblade/ spiked chain?Right now the weapon table looks little bit chaotic with some weapons having little sense in their traits and their damage.
For this I will take for base from 3.5e simple 1Handed weapon that has d8 damage and critical of 20/×2(the default and only weapon crit range in 5E)
as 5E does not have 1+1/2 str bonus for 2Handed melee attack, Versatile property is non-value, that is it's free for all non-finesse, non-light, non-thrown weapons
thrown property is little buffed and universal at 40/120 ft range
if you feel that because of some "legacy" theme some light weapons that do not have thrown property but should have some, give them 20/40 thrown property for free.
to have all properties used, table will have both simple and martial weapon damage in same row.
make your own examples for weapons, these are just placeholder names.
Weapon traits Simple weapon damage example Martial weapon damage example 1Handed, Versatile d8(d10) mace d10(d12) longsword 1Handed, Thrown d6 javelin d8 trident 1Handed, finesse d6 long knife d8 rapier 1Handed, light d6 club d8 arming sword 1Handed, reach, Versatile d6 (d8) spear d8(d10) partisan 1Handed, finesse, light d4 dagger d6 shorsword 1Handed, finesse, reach d4 whip d6 dagger whip 1Handed, finesse, thrown d4 dart d6 throwing hammer 1Handed, light, thrown d4 pillum d6 throwing axe 1Handed, finesse, light, thrown d3 throwing knife d4 chakram 2Handed, heavy 2d6 warmace 2d8 greatsword 2Handed d12 greatclub 2d6 claymore 2Handed, heavy, reach d12 pike 2d6 pole-ax 2Handed, reach d10 longspear d12 glaive 2Handed, finesse d10 bo staff d12 elven courtblade 2Handed, finesse, reach d8 elven spear d10 spiked chain
Yeah, I mean dropping your shield on the ground. We made donning a shield a bonus action mostly to make changing out a shield something that people would do in a fight. Changing styles from defensive to offensive makes things more interesting, even if it's not realistic. I usually have something to do with my bonus action so grabbing the shield off my back still costs me something.Donning I can see as a full action*, but doffing should be a free action. Unless you mean strapping it to your back rather than simply dropping it to the ground or tossing it aside.
*according to p146 in the PHB they're both 1 action, although the sidebar on p190 in the PHB says you can draw or sheathe a sword as something you can do in tandem with your movement and action, so I don't know why it takes so much longer to drop a shield. Sheathing a sword requires accuracy and concentration to find your scabbard, but dropping a shield somehow takes longer
I don't think the names of the weapons are the important part of this exercise. If a weapon has finesse and reach and is two-handed, call it by whatever name you want. It's the balance of weapons and the variety that counts.what in the name of the gods is a dagger whip or an elven courtblade/ spiked chain?
I recommend not putting a pure fantasy weapon in where a real one exists for that function.
I am by no means an expert in armor and weaponry. But to the best of my limited knowledge, the only shield that would be "strapped" to one's arm is a buckler.But I agree. As far as I know, most shields aren't 'strapped' to your arm by being tied on. You should be able to throw it off onto the ground, even if it's a bit slower than just dropping an item.