Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Size Matters Rules Purposal for 5E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Primitive Screwhead" data-source="post: 5900984" data-attributes="member: 20805"><p>I got to have 2 hours or so of quiet musing while driving half-way across the state this morning... and I thought of a solution to making size matter...but had to stretch into other aspects of the game to make it work without causing problems.</p><p></p><p> As mentioned before, in 3e size mattered too much {see enlarged Goliath with Monkey Grip...} and in 4e size matters too little {see.. ummm.. ?}</p><p></p><p> A solution puts size in its place, at least from my personal perspective and desire, but takes the following changes to make work:</p><p></p><p>1 remove any stat alteration for size, to include AC/defences, but excluding speed.</p><p></p><p>2 In combat, if you are larger than your foe you gain a penalty to hit of 1 per size difference and a bonus to damage of 2 per size difference.</p><p> If you are smaller than your foe, the opposite applies.. bonus to hit and penalty to damage. This penalty cannot reduce the damage below 1.</p><p></p><p>3 feats like 'Giant Killer' grant a bonus to damage of +4 against enemies at least two sizes bigger than you</p><p></p><p>.. now to fix the weapon problem. Larger sized weapons don't deal more damage, and smaller sized weapons don't deal less damage. Instead weapons are divorced from the damage expression and become vehicles for weapon traits. Damage is based on the character and how the weapon is weilded.</p><p></p><p> Light weapons {one handed, can be used in the off-hand} deal a base 1D6. traits can adjust this up to 1D8 if the weapon is restricted in use somehow or down to 1D4 if a special ability is useful. For example, shuriken are thrown and concealable, so they would deal 1D4.</p><p></p><p> Medium weapons {one handed} deal a base 1D8. Again traits can alter this to 1D10 or down to 1D6. For example, Versatile would allow a sword to be used as a D8 one handed or a D10 two handed.</p><p></p><p> Heavy weapons {two handed} would deal a base 1D10. Alterable up to 1D12 or down to 1D8.. or in some cases even 1D6. For example, a Mancatcher with Reach 2 and on a hit, the target is grabbed might deal 1D6.</p><p></p><p> Traits could be lots of things... damaged, brittle {obsideon swords!}, masterwork, poisened, wounding, etc. Most traits would be tied to the weapon. Magical enhancements could easily be traits.</p><p></p><p> If the weapon is bigger, it increases in 'weight' for each size category. For instance a Ogre drops his Large mace that deals 1D8 and Fred the Faboulous picks it up to swing it. One size difference turns the weapon the Ogre was using as a medium weapon into a heavy weapon in Fred's hands, dealing 1D10. Had the Ogre dropped a claymore, Fred would not be able to weild it at all.</p><p> If the weapon is at least 2 sizes bigger or smaller, it also gains the 'unweildy' trait that gives a -2 penalty to hit due to the incompatabilty of the hilt/grips.</p><p></p><p> A Giants short-sword in this method could be used as a two handed weapon, without the 3x problem of dealing more damage because its 'bigger'.</p><p></p><p></p><p>This same scale effect could apply to damaging spells as well, with spells coming in various sizes. After all, 'Fire Bolt' is basically a Tiny Fireball <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p></p><p>Regarding movement, I think it would be cleanest to just apply a 1 point adjustment to land Speed for every size difference from medium, and then have 'fast' and 'slow' traits that adjust by up to 2 points. This would emulate the Cloud Giants mighty strides.</p><p> Fly speeds would not neccessarily fit into this paradigm.</p><p></p><p>well, enough random rambling... off to enjoy the evening!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5900984, member: 20805"] I got to have 2 hours or so of quiet musing while driving half-way across the state this morning... and I thought of a solution to making size matter...but had to stretch into other aspects of the game to make it work without causing problems. As mentioned before, in 3e size mattered too much {see enlarged Goliath with Monkey Grip...} and in 4e size matters too little {see.. ummm.. ?} A solution puts size in its place, at least from my personal perspective and desire, but takes the following changes to make work: 1 remove any stat alteration for size, to include AC/defences, but excluding speed. 2 In combat, if you are larger than your foe you gain a penalty to hit of 1 per size difference and a bonus to damage of 2 per size difference. If you are smaller than your foe, the opposite applies.. bonus to hit and penalty to damage. This penalty cannot reduce the damage below 1. 3 feats like 'Giant Killer' grant a bonus to damage of +4 against enemies at least two sizes bigger than you .. now to fix the weapon problem. Larger sized weapons don't deal more damage, and smaller sized weapons don't deal less damage. Instead weapons are divorced from the damage expression and become vehicles for weapon traits. Damage is based on the character and how the weapon is weilded. Light weapons {one handed, can be used in the off-hand} deal a base 1D6. traits can adjust this up to 1D8 if the weapon is restricted in use somehow or down to 1D4 if a special ability is useful. For example, shuriken are thrown and concealable, so they would deal 1D4. Medium weapons {one handed} deal a base 1D8. Again traits can alter this to 1D10 or down to 1D6. For example, Versatile would allow a sword to be used as a D8 one handed or a D10 two handed. Heavy weapons {two handed} would deal a base 1D10. Alterable up to 1D12 or down to 1D8.. or in some cases even 1D6. For example, a Mancatcher with Reach 2 and on a hit, the target is grabbed might deal 1D6. Traits could be lots of things... damaged, brittle {obsideon swords!}, masterwork, poisened, wounding, etc. Most traits would be tied to the weapon. Magical enhancements could easily be traits. If the weapon is bigger, it increases in 'weight' for each size category. For instance a Ogre drops his Large mace that deals 1D8 and Fred the Faboulous picks it up to swing it. One size difference turns the weapon the Ogre was using as a medium weapon into a heavy weapon in Fred's hands, dealing 1D10. Had the Ogre dropped a claymore, Fred would not be able to weild it at all. If the weapon is at least 2 sizes bigger or smaller, it also gains the 'unweildy' trait that gives a -2 penalty to hit due to the incompatabilty of the hilt/grips. A Giants short-sword in this method could be used as a two handed weapon, without the 3x problem of dealing more damage because its 'bigger'. This same scale effect could apply to damaging spells as well, with spells coming in various sizes. After all, 'Fire Bolt' is basically a Tiny Fireball :) Regarding movement, I think it would be cleanest to just apply a 1 point adjustment to land Speed for every size difference from medium, and then have 'fast' and 'slow' traits that adjust by up to 2 points. This would emulate the Cloud Giants mighty strides. Fly speeds would not neccessarily fit into this paradigm. well, enough random rambling... off to enjoy the evening! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Size Matters Rules Purposal for 5E
Top