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Super Simple Weapons
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<blockquote data-quote="ro" data-source="post: 7451195" data-attributes="member: 6890747"><p>I like these ideas. Here are mine inspired by yours.</p><p></p><p>First, the weapons table become ideas for role-playing purposes.</p><p>Things change thusly:</p><p></p><p><strong>Weapon damage die = hit die. </strong>Addresses aforementioned caster w/ rapier > barbarian with dagger funniness.</p><p><strong> Two-weapon or two-handed fighting = advantage on damage rolls.</strong> Retains choice of shield vs power decision.</p><p><strong>Add Dex to all attack rolls.</strong> Accuracy uses one stat.</p><p><strong> Add Str to all damage rolls.</strong> Power uses another. This makes the two stats less independently powerful and promotes MADness, making martial casters more difficult to pull off.</p><p><strong> Thrown 15/30 feet, one-handed.</strong> Simple one-handed ranged attacks.</p><p><strong> Fired 60/120 feet, two-handed.</strong> Simple two-handed ranged attacks: no shield = more distance. Limit to regular combat distance to make melee not so overcome against ranged.</p><p><strong> Limit spell ranges to 60/120, adding in ranged disadvantage even to saving throws.</strong> Don't let magic overpower martial range. Draw everything back into running range. Only the fastest monsters reach or exceed 120 ft in movement when taking the Dash action.</p><p></p><p>Make armor more interesting, and choose weapons based on how they interact with enemy defenses. Your character might need to carry around more than one weapon now! Each weapon damage type gains +1 to attack and damage rolls against one armor type, and -1/-1 against another.</p><p></p><p><strong>Bludgeoning: +1/+1 v. heavy armor, -1/-1 v. light</strong></p><p><strong>Piercing: +1/+1 v. medium, -1/-1 v. heavy</strong></p><p><strong>Slashing: +1/+1 v. light, -1/-1 v. medium</strong></p></blockquote><p></p>
[QUOTE="ro, post: 7451195, member: 6890747"] I like these ideas. Here are mine inspired by yours. First, the weapons table become ideas for role-playing purposes. Things change thusly: [B]Weapon damage die = hit die. [/B]Addresses aforementioned caster w/ rapier > barbarian with dagger funniness. [B] Two-weapon or two-handed fighting = advantage on damage rolls.[/B] Retains choice of shield vs power decision. [B]Add Dex to all attack rolls.[/B] Accuracy uses one stat. [B] Add Str to all damage rolls.[/B] Power uses another. This makes the two stats less independently powerful and promotes MADness, making martial casters more difficult to pull off. [B] Thrown 15/30 feet, one-handed.[/B] Simple one-handed ranged attacks. [B] Fired 60/120 feet, two-handed.[/B] Simple two-handed ranged attacks: no shield = more distance. Limit to regular combat distance to make melee not so overcome against ranged. [B] Limit spell ranges to 60/120, adding in ranged disadvantage even to saving throws.[/B] Don't let magic overpower martial range. Draw everything back into running range. Only the fastest monsters reach or exceed 120 ft in movement when taking the Dash action. Make armor more interesting, and choose weapons based on how they interact with enemy defenses. Your character might need to carry around more than one weapon now! Each weapon damage type gains +1 to attack and damage rolls against one armor type, and -1/-1 against another. [B]Bludgeoning: +1/+1 v. heavy armor, -1/-1 v. light Piercing: +1/+1 v. medium, -1/-1 v. heavy Slashing: +1/+1 v. light, -1/-1 v. medium[/B] [/QUOTE]
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