I just have some ideas to make weapons feel different. I will use the Light, Heavy, and Medium (if it is neither light or heavy) descriptors to do this.
First I use different modifiers for the attack and damage rolls. If it's light you use your dexterity modifier for both weapon attack and damage rolls. If it's heavy you use your strength modifier for both weapon attack and damage rolls. If it's medium you use dexterity modifier for the weapon attack roll and strength for damage rolls. It is a little change but I think it makes some weapons feel different mechanically.
I would also like each type of weapon to get a special mechanic for consecative hits by sacrificing there movement, basicaly you don't get the bonus for the first attack or right after a miss and you can't move between attacks. Heavy weapons have a mechanic where you sacrifice your movement to add a extra d6 damage on consecutive hits. Light weapons let you give up your movement to use your bonus action to attack after a hit. Medium weapons let you give up your movement to add +1 to hit with each consecutive hit.
I was thinking of something similar to this. It seems like there a lot of weapons people will almost never use because their race, background and class would allow them to use something better. To make all weapons desirable to use instead of just having them as a last resort or because they are low cost, I was also thinking of modifiers and slight classificaton changes.
All simple, common and light weapons that do 1d4 can use dex or str and get +2 to hit due to small size, simplicity of use.
All simple, common and light weapons that do 1d6 can use dex or str and get +1 to hit due to balance, ease of use.
Range and thrown weapons would use the stat they are currently tied to but, would get +1 or +2 to hit as above.
All other weapons remain unchanged, the bonuses they provide are finesse, versatile, reach, higher damage dies, etc.
I figured until weapons get large and heavy, most characters should be able to use them with dex or str in addition to the hit bonus they provide, making them well skilled with those weapons . Those characters who don't have dex or str modifiers will have proficiency and the to hit bonus at least, making them competent with a weapon.
The movement idea kind of invalidates feats like Charger and possibly some of the optional combat actions in the DMG. Stacking bonuses for muliple hits seems a little OP to me as well. I'll try to come up with some subtle benefits.
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I just have some ideas to make weapons feel different. I will use the Light, Heavy, and Medium (if it is neither light or heavy) descriptors to do this.
First I use different modifiers for the attack and damage rolls. If it's light you use your dexterity modifier for both weapon attack and damage rolls. If it's heavy you use your strength modifier for both weapon attack and damage rolls. If it's medium you use dexterity modifier for the weapon attack roll and strength for damage rolls. It is a little change but I think it makes some weapons feel different mechanically.
I would also like each type of weapon to get a special mechanic for consecative hits by sacrificing there movement, basicaly you don't get the bonus for the first attack or right after a miss and you can't move between attacks. Heavy weapons have a mechanic where you sacrifice your movement to add a extra d6 damage on consecutive hits. Light weapons let you give up your movement to use your bonus action to attack after a hit. Medium weapons let you give up your movement to add +1 to hit with each consecutive hit.
What do you think?
I was thinking of something similar to this. It seems like there a lot of weapons people will almost never use because their race, background and class would allow them to use something better. To make all weapons desirable to use instead of just having them as a last resort or because they are low cost, I was also thinking of modifiers and slight classificaton changes.
All simple, common and light weapons that do 1d4 can use dex or str and get +2 to hit due to small size, simplicity of use.
All simple, common and light weapons that do 1d6 can use dex or str and get +1 to hit due to balance, ease of use.
Range and thrown weapons would use the stat they are currently tied to but, would get +1 or +2 to hit as above.
All other weapons remain unchanged, the bonuses they provide are finesse, versatile, reach, higher damage dies, etc.
I figured until weapons get large and heavy, most characters should be able to use them with dex or str in addition to the hit bonus they provide, making them well skilled with those weapons . Those characters who don't have dex or str modifiers will have proficiency and the to hit bonus at least, making them competent with a weapon.
The movement idea kind of invalidates feats like Charger and possibly some of the optional combat actions in the DMG. Stacking bonuses for muliple hits seems a little OP to me as well. I'll try to come up with some subtle benefits.