There is literally no mechanical difference between possession, such as a hatchet or a long word, but only the nominal difference between handguns, clubs, spears, quarter legs, shorts and scimitars – despite the differences between these weapons in real life.
A long word, battle alarm, warp… …who cares?
In many cases weapons have no advantage over their closest counterparts… why own a big axe when a big word can do more damage? Or the moth comes to mind. Mechanically, there is almost nothing that reflects the advantages (and disadvantages) in the battle of the various weapons, except that they cause damage.
In general, I think that the possible comic strategic choice of the players has been taken away by the too simplistic weapons chart in the player’s guide.
In general, I think the potentially fun strategic choice (which weapons to bring into an adventure) has been made too easy for players to have the weapons table in the player’s guide.
At least to my taste. (I’m sure many will stand up for its simplicity… …but hey, this job is not for these boys and girls! So don’t leave any angry remarks about how I ruined the D&D).
I’ve been thinking for over a year about how easy it is to give the armament department an extra dynamic in the form of a game.
The result of a lot of attention and a little behind the scenes is a new product called Slash, Stab, Hack, Repeat – which I’ve just released on The DM’s Guild, for the price of Pay What You Want. (In other words, it’s free, although I’d appreciate it if you’d put a dollar or two in my hand if you’re thinking of adding something substantial to your table).
Get 19 new weapon features for your game!
In Slash, Staff, Hack, Repeat! I have created new rules for weapons that deal with damage to spikes and punches, as well as several new features that add flavor and mechanical crispness to many of the weapons in the Player’s Guide.
I have also proposed two new rules for alternative attacks, the first is fun and the second is to add a little more realism to combat (and help compensate for the new long feature I proposed in the same product).
My goals with the product were:
- Give players the opportunity to make informed decisions about the type of weapons they possess.
- To add a touch of more realism (or fantasy realism, as I like to call it)… A realism based on our perception of a fantasy novel, television and film)
- Maintain the balance of each person and evolve rapidly over time.
Here I will copy and paste most of the content, so you can see the new properties and rules. But you need to download the product to see the revised hipster and dragon weapons map, and to see what types of weapons have what new features.
Melee and Ranged weapons that hit with a stick or piercing have the following advantages:
If you attack with a melee weapon that causes damage with a stickstroke, you will be hit instead if you miss with 1, giving you half the normal damage to the target. They can’t deal with the damage caused by a covert attack on impact.
Weapons that cause piercing damage can cause particularly serious injuries that affect their victims and tear apart their vital organs. If you get a critical d6 shot. At 4, 5 or 6 you triple the damage caused by the weapon instead of doubling it.
List of new weapon features.
Charging. This weapon can be used to inflict lethal damage against an indictment. If you move at least 20 feet in a straight line before attacking an enemy, you can select the -4 modifier when attacking that creature for the first time. If you are hit by this attack, you will suffer additional damage equal to the normal damage of the weapon, you will die.
Practical. You have the advantage of being able to attack both the creature that is capturing you and the creatures that are capturing you.
Length As long as you have a long weapon, any creature that does not have one (or a natural weapon within 3 meters) will provoke an attack from your side if it is within range. If you have the power of a polar master, you have an advantage with this range. You make the mistake of defeating an enemy who fights you, or of fighting when you attack with a long weapon.
Long (protection). Long-powered (defensive) weapons have the same advantages and disadvantages as long-powered (defensive) weapons, but with an extra advantage. If you touch an offending creature while it is within your range, reduce its speed to zero.
Parry. If you have a weapon with a parry attribute and a creature that hits you as a result of a close combat, you can use your reaction to add 1 to your speaker for that attack, which could make you miss the attack. To use this feature, you must have an agility score of 13 or higher, which can be used in conjunction with the performance of the defending Duelist.
Bet (universal). Weapons with a parry function (universal) can normally be used for one-handed (see above) or two-handed parry, where the owner can add 2 to his AC power.
Ripost. The speed of this weapon makes it possible to turn the defense into an attack. When you miss the properties of your weapon, you react in the same way as in melee, using your agility modifier to attack and do damage.
Wild. The Wild Weapon combines speed, weight and permeability to enable you to strike decisively in battle. If you throw 19 to the attacker, throw an extra d6. If you slide the number between brackets next to or above the weapon, you get a critical hit. If the weapon has a universal feature, reduce the number in brackets by 1 when held with both hands. If there is no number in brackets, you don’t have to roll d6, 19 is automatically a critical move.
Shielding. You get +1 for attack roles against opponents with a shield.
Short. See Special (double dagger weapon), below.
Crash. Firearms with broken properties offer their owners a wealth bonus (athletics) when they break wooden doors. Bonus +2 for the one-handed weapon and +5 for the two-handed weapon and the universal two-handed weapon.
Sneaky. This weapon is lethal against a diversion. If you incur damage in a surprise attack, you can throw a 1 on the damage dice and throw them again.
Lance. This versatile weapon has the advantages of a spearhead and long properties. Attacks using these functions cause piercing damage instead of the normal damage caused by weapons.
Special (tanning). If you miss with this weapon, you get half the damage. In addition, you can choose how you want to deal with damage caused by the blockade of creatures sensitive to this type of damage.
Special (double dagger gun). You may use these weapons in double ownership, provided that your second weapon is in temporary possession.
Bilateral (revised). When you take a critical hit with a two-handed (or two-handed) weapon, you can double both the damage modifier and the damage dice.
Uncontrollable. It’s not appropriate to use this weapon in a skirmish. You have the disadvantage of hitting the creatures up close, and your speed is halved. When the cradle is set, the speed of your cradle does not change. Any bulky, one-handed weapon must be used with both hands if it is not assembled.
My revised weapons table, with new features. Buy it here.
The monk’s unarmed strikes have the characteristics of a parade and a counterattack. However, a monk cannot use Parisian goods against certain weapons such as swords, unless he invests in a funky gun!
– The possibility to attack with the abandoned weapon is advantageous if the attacker already has the weapon in his possession (i.e. he does not have to pull it).
– Each time you launch an alternate attack on a creature, you provoke an alternate attack on all the other enemy creatures within your range.
The last of these two rules is intended to prevent the enemies of the minority from attacking with impunity and to create new opportunities for them. In fact, it allows the beings to cover an ally’s retreat with a numerical advantage. It also means that creatures with long weapons that are already in battle will pay the price for attacking new fighters when they reach their limits. (You can also indicate that only creatures that are not in combat can use the Polearm Master’s long stroke / exploit attack option).
The first one gives those who carry a throwing weapon a cool advantage and reflects the ease with which you can aim at the unprotected back without getting close enough to hit with a hand throw.
A while ago I had to deal with critical shortages like this, so if you want to take my DM Guild touch tables, this is also a Pay What You Want…. I’ve been using them for a while and I think they work pretty well. The reviews aren’t bad either.
Like you, the mysterious prey? Here are ten free magic weapons for your desktop… for another hundred, plus a funky magic weapons generator with 1,000 ownership combinations, see Esquiel’s Magic Weapon Guide.
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