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Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Should AD&D5E remove simple/martial weapon category as exotic weapons were removed from 5E?
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<blockquote data-quote="Aexalon" data-source="post: 8076675" data-attributes="member: 16283"><p>How about divorcing weapons from damage die size entirely, and let it depend on skill/proficiency?</p><ul> <li data-xf-list-type="ul">An arming sword could be main-handed/slashing/defensive</li> <li data-xf-list-type="ul">A maul could be 2-handed/crushing/brutal(2)</li> <li data-xf-list-type="ul">A rapier could be main-handed/piercing/deadly</li> <li data-xf-list-type="ul">A dagger could be off-handed/slashing/thrown(10m)</li> </ul><p>with</p><ul> <li data-xf-list-type="ul">off-handed = +0 dmg but can be used in, well, your off hand</li> <li data-xf-list-type="ul">main-handed = +2 dmg</li> <li data-xf-list-type="ul">2-handed = +4 dmg (or whatever the maths should work out to),</li> <li data-xf-list-type="ul">slashing/crushing/piercing the damage type</li> <li data-xf-list-type="ul">defensive = +1 AC</li> <li data-xf-list-type="ul">brutal(x) = reroll dmg die if x or lower</li> <li data-xf-list-type="ul">deadly = extra damage die on crit</li> <li data-xf-list-type="ul">etc.</li> </ul><p>But damage die size would start at 1d4 for everyone, and is modified by class abilities and feats. Fighters might start off with a die increase right at level 1, and they (and other classes) might gain more universal ones or group-specific ones as they advance (each class with their own progression), all with a cap of d12 (or d20 if you want a nice capstone for L20 fighters). A feat could increase your weapon die for all weapons or certain groups of weapons by 1. And having the ambidexterity feat means you have 2 main hands.</p><p></p><p>Oh, and a teacup is off-handed/piercing/innocious(advantage on skill checks to pass off the weapon as harmless), and Riddick's weapon damage die with, wel... anything, is d20.</p><p></p><p>[MEDIA=youtube]16RdEtQL9EQ[/MEDIA]</p></blockquote><p></p>
[QUOTE="Aexalon, post: 8076675, member: 16283"] How about divorcing weapons from damage die size entirely, and let it depend on skill/proficiency? [LIST] [*]An arming sword could be main-handed/slashing/defensive [*]A maul could be 2-handed/crushing/brutal(2) [*]A rapier could be main-handed/piercing/deadly [*]A dagger could be off-handed/slashing/thrown(10m) [/LIST] with [LIST] [*]off-handed = +0 dmg but can be used in, well, your off hand [*]main-handed = +2 dmg [*]2-handed = +4 dmg (or whatever the maths should work out to), [*]slashing/crushing/piercing the damage type [*]defensive = +1 AC [*]brutal(x) = reroll dmg die if x or lower [*]deadly = extra damage die on crit [*]etc. [/LIST] But damage die size would start at 1d4 for everyone, and is modified by class abilities and feats. Fighters might start off with a die increase right at level 1, and they (and other classes) might gain more universal ones or group-specific ones as they advance (each class with their own progression), all with a cap of d12 (or d20 if you want a nice capstone for L20 fighters). A feat could increase your weapon die for all weapons or certain groups of weapons by 1. And having the ambidexterity feat means you have 2 main hands. Oh, and a teacup is off-handed/piercing/innocious(advantage on skill checks to pass off the weapon as harmless), and Riddick's weapon damage die with, wel... anything, is d20. [MEDIA=youtube]16RdEtQL9EQ[/MEDIA] [/QUOTE]
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Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Should AD&D5E remove simple/martial weapon category as exotic weapons were removed from 5E?
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