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General Tabletop Discussion
*Dungeons & Dragons
Rebalancing melee weapons for 5.5E
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 8814668" data-attributes="member: 31506"><p>Simple, don't allow saving throws vs crit effects. The save was the target's AC, which the character critically overcame. You shouldn't get a save when the master swordsman beat your AC by 10, you just automatically bleed for their stat+proficiency bonus until you stop it.</p><p></p><p>Martial crits outside of specific situations (rogue/paladin smite) are pretty lame in 5E, so I see no real downside to throwing these on top of the paltry d8 your longsword fighter would normally add. If we really need to keep martials so simple a potato can play them, allow an extra d6 damage instead of the effect.</p><p></p><p>PF2E's crit effects are below for reference</p><p>Axe: Deal weapon damage to adjacent target if you would also hit their AC with your result</p><p>Bow: Pin target to adjacent surface. Target must spend bonus action and DC 10 athletics to move.</p><p>Club: Knock the target up to 10 feet back</p><p>Flail/Hammer: Target knocked prone</p><p>Knife: d6 persistent bleed damage</p><p>Polearm: Move target 5' in your choice</p><p>Shield: Knock target back 5'</p><p>Sling: Target loses one action next turn </p><p>Spear: Target is clumsy 1 until next turn (-1 AC and Dex based checks)</p><p>Sword: Target is flat footed until start of next turn</p><p></p><p>The nice thing about keeping critical success at 10+ AC is you avoid the situation where you can only be crit or missed, and it makes every "+1" count, as they increase the likelihood of critting/avoiding the crit.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 8814668, member: 31506"] Simple, don't allow saving throws vs crit effects. The save was the target's AC, which the character critically overcame. You shouldn't get a save when the master swordsman beat your AC by 10, you just automatically bleed for their stat+proficiency bonus until you stop it. Martial crits outside of specific situations (rogue/paladin smite) are pretty lame in 5E, so I see no real downside to throwing these on top of the paltry d8 your longsword fighter would normally add. If we really need to keep martials so simple a potato can play them, allow an extra d6 damage instead of the effect. PF2E's crit effects are below for reference Axe: Deal weapon damage to adjacent target if you would also hit their AC with your result Bow: Pin target to adjacent surface. Target must spend bonus action and DC 10 athletics to move. Club: Knock the target up to 10 feet back Flail/Hammer: Target knocked prone Knife: d6 persistent bleed damage Polearm: Move target 5' in your choice Shield: Knock target back 5' Sling: Target loses one action next turn Spear: Target is clumsy 1 until next turn (-1 AC and Dex based checks) Sword: Target is flat footed until start of next turn The nice thing about keeping critical success at 10+ AC is you avoid the situation where you can only be crit or missed, and it makes every "+1" count, as they increase the likelihood of critting/avoiding the crit. [/QUOTE]
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Rebalancing melee weapons for 5.5E
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