In the last set of rules there is a box which mentions that once the martial weapons will have different properties to that of the simple weapons, with the example being that scimitars and short swords (which are now simple) will be different. What do we think this difference will be?
Personally I'm hoping that they add characteristics like Reach to diversify the weapons in what they can do, but I believe the most likely change they are going to make is Martial Weapons will allow you to add your proficiency bonus to the damage dealt, hence making them scale better. We've already seen them make use of adding proficiency bonus to damage with the new Great Weapon Master feat, and this seems like a simply way to make martial damage more competitive.
So, what features would you all like to see, and what do you thing of my prediction?
I doubt this would happen, but I would like to see weapons being able to add weaker versions of certain combat abilities currently available to Battlemaster Fighters.
I would also prefer it if they re-introduced Expertise in particular weapons back into D&D so that Halberd, for instance, in the hands of one PC feels different from that same weapon in the hands of a different PC. Weapons Expertise could be gained that same way Feats are.
My speculation: new features will be added to various weapons, such as:
Reach (ok, this already exists in 5E)
Returning property, perhaps just as a magical trait.
Auto-grapple or forcing a save against a grapple (lasso/net)
Force a save against being knocked prone, likely on heavy melee weapons.
Different damage dice such as 2d4, 3d4.
Weapons that work on "unarmed strikes" like brass knuckles (silver and adamantite too), shuko, hidden boot daggers, etc.
A second (or even third) 1d8 finesse weapon (slashing) to provide a different option from rapier. Probably a cutlass/scimitar.
A much larger list of weapon names drawing from all continents and history.
Fixes to lance to make it only usable while mounted. Currently the Dual Wielder feat does not allow for double lances.
UA updates to Nets to make them useful, then the official printing causing Nets to be nerfed again.
Technically, there's already a weapon that does 2d4 damage. "Weapons that work on 'unarmed strikes'" doesn't make sense, they can't be unarmed strikes if they're made with a weapon. A much larger list of weapons would be super annoying and confusing, nobody really needs the distinction between a katana and a longsword/shortsword. I don't see why the Dual Wielder feat couldn't allow for double lances. I don't really think that nets should be good outside of maybe a gladiator-based feat, to add some realism; you aren't going to get much use out of nets in a battle, and it would be super weird if it were a meta and everybody would just use nets all the time.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I like the concept that Martial weapons have more traits, some passive, some active that require a Bonus Action on top of the Attack action. (the Bonus Action creates an opportunity cost and represents the extra effort but could conceivably be waived for Fighters to represent their mastery of Martial weapons)
Passive traits could include: Reach (X ft), Vicious (additional damage on crit), Precise (expand crit range by 1), etc.
Active traits could include combat actions: Push, Trip, Grapple, Disarm, Guard (allows Parry reaction), etc.
This would need a bit of rebalancing, especially as it also steps on the toes of some feats, and traits would have to be carefully distributed to avoid optimal weapons, but I think would make an actual interesting choice between weapons that defines your play style, rather than focusing on damage. (This doesn't address the fact that different damage types largely mean nothing. I'd like to see more resistances to different types of physical damage).
For example you could have:
Rapier (1d6P, Finesse, Precise, Disarm) - reduces the damage but gives it an active option with Disarm and increases the opportunity for a crit. The trade between an avg point of damage each attack and the increased likelihood of crit would still make it valuable for Rogues, etc.
Scimitar (1d6S, Finesse, Light, Vicious) - more dangerous than a Simple shortsword on a crit, as befits a Martial weapon.
Not precisely weapon properties, but I would love to see a RAW for shifting enhancements from one to another. If I’m playing a character with crusher, it’s really annoying when we keep finding slashing weapons. Obviously not all properties transfer, but even just moving a +1 from one to another would be great.
Personally, in addition to reinforcing combatants, especially martial weapons, giving them more options (Decrease adverse speed, increase damage, crit chance, knockdown, grab, disarm, block, mute, etc) damage due to traits inherent to certain types. of weapons would be a good idea, that some of these can be used with your bonus action, applying certain conditions would prevent it from being something that always takes advantage of the addition, it would give them more diversity and equate a bit with spellcasters, also perhaps this could serve to strengthen and distinguish some classes or subclasses.
For example:
Some Blunt and Polearms have an extra bonus if you are mounted and if you move 30 feet and make an attack with it, the opponent must make a strength saving throw, if it fails they are knocked back and pushed 10 feet.
That some one-handed edged weapons, such as a scimitar, have an extra bonus if you are mounted and move 20 feet to make the attack with the weapon, if you hit you do not roll damage, you make the maximum of the weapon.
These 2 examples could strengthen only those who are mounted, especially Paladins could easily benefit from it for getting a mount easily, but also some subclass that provides bonuses while mounted.
Other examples would be to empower light or ranged weapons for the surprise attack, mainly benefiting rogues, rangers or to characters that have the stalker and/or mage killer treats, but especially the Assassin subclass:
Some light melee weapons (Some may not be martial, like the dagger.) Surprise: If before your attack, your opponent was unconscious (Including if they are asleep) or if your character was Invisible or hidden, if you hit the attack the Critical rate improves by +1, and if you end up dealing 10 or more damage, the opponent must make a Constitution roll with difficulty equal to the damage caused, if he fails he will be muted for a number of turns equal to the margin of failure.
Ranged weapons: Critical rate and attack roll +1, If before your attack, your opponent was Surprised, unconscious (Including if they are asleep) or if your character was Invisible or hidden, as long as they do not have 3/4 cover .
These mainly bonuses to rogues that really do the role of gaining the sneak attack by becoming invisible or taking the enemy by surprise, as well as those who are melee it would give them a chance to counter spellcasters. I would even encourage asking your on duty mage to put some opponents to sleep so you can do your job more efficiently.
Some HEAVY Blunt Weapons (and incidentally include Shillelagh after the character reaches level 11): When you critically hit, the affected creature must make a Strength or Constitution saving throw (it does this with advantage if the creature has a size superior to the attacker), if the miss is knocked back and stunned
Some 2-Handed Slashing Weapons: Upon critical hit or opportunity attack, reduce the opponent's armor by 1 until the end of their next short rest
Whip: If you make an effective attack you can use a bonus action so that the adversary performs a dexterity saving throw, if it fails you can choose whether to grab or disarm your adversary.
Maritime: Tridents and nets offer advantage in aquatic combat and double their range.
Slashing Light Weapons: When you make a critical or opportunity attack, reduce the opposing speed by 5 feet.
Golden Sickle: Special version of the Sickle: VERY EXPENSIVE, Heavy. Range 10 feet, at night under moonlight gains an additional 1d4 to attack and damage.
Some of these buffs could compete/replace some feats or traits from other classes, but instead of competing they could be a lesser version of these, and boost them if they already benefited from it, for example if a weapon offers a chance to block , it should be less effective than the combat master move, but if you have the trait and the weapon, it could enhance the move by further reducing the damage dealt.
Of course, care must be taken, so that it is balanced, but without a doubt if they improve some weapons, mostly martial, the combatants will have combat options, and some will be less monotonous to use them if they have certain weapons (Like the champion warrior) .
I just read a summary of the creators summit WotC had, and there’s some cool things. It seems like weapons will have different powers (a mastery column added to the weapon entries) which will only be accessible to certain classes. A fighter will be able to do things with a dagger that a wizard can’t, was an example. There were lots more details on the write up. It’s on enworld. There’s also some interesting stuff about the VTT and inclusivity. It’s a long read but worth it.
I just read a summary of the creators summit WotC had, and there’s some cool things. It seems like weapons will have different powers (a mastery column added to the weapon entries) which will only be accessible to certain classes. A fighter will be able to do things with a dagger that a wizard can’t, was an example. There were lots more details on the write up. It’s on enworld. There’s also some interesting stuff about the VTT and inclusivity. It’s a long read but worth it.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
"monotonous to use them if they have certain weapons (Like the champion warrior)"
Except none of your proposed improvements particularly help a STR-based champion warrior becausw they will still optimally just use PAM to make lots of attacks per round. Also none of your proposed improvements offer a choice - either you can make an attack with your BA and do that because it is better, or you don't and you always you that one thing that the weapon you use has as a BA. Fighting Styles and feats will continue to lock in martials to a single weapon and single combat style.
Why make martials "like" spellcasters? If you want to play a spellcaster play a spellcaster.
Yeah, you're right, for champions, some of the martial weapons should take advantage of that armored power to block damage from their allies, chance to counterattack the opponent when they receive a melee attack, disarm them while taking damage, chance to deflect projectiles with certain weapons (Be careful, allies can get hurt since it will only deflect it hahahaha), most of them using their bonus action or reactions... some properties of the weapons could also only be available not only under certain general conditions, but also if the character meets certain requirements: Have strength greater than X, have less than half maximum health, be surrounded by at least 3 enemies (Chance to perform a sweep attack all around if surrounded), etc.
The old BECMI rules for Weapon Mastery got really... complex, with each weapon having different levels of mastery with different effects. For example, a Battle Axe gets the Throwing property at some point, increases in damage at each 'level' of mastery, plus Delay and Stun effects, and so on. The table in the Rule Cyclopedia is almost unreadable due to the complexity, but it wouldn't surprise me if *some* of that gets resurrected.
Puncture. Advantage on next attack against that target.
Light weapon property has been adjusted, to go back to it being a bonus action. But the Nick mastery allows you to make the attack and still have a bonus action. So that would be preserved for those classes.
Fighters can swap weapon mastery properties on weapons and eventually use two at the same time.
Puncture. Advantage on next attack against that target.
Light weapon property has been adjusted, to go back to it being a bonus action. But the Nick mastery allows you to make the attack and still have a bonus action. So that would be preserved for those classes.
Fighters can swap weapon mastery properties on weapons and eventually use two at the same time.
With graze feature. why even roll to hit if do auto damage?
Puncture. Advantage on next attack against that target.
Light weapon property has been adjusted, to go back to it being a bonus action. But the Nick mastery allows you to make the attack and still have a bonus action. So that would be preserved for those classes.
Fighters can swap weapon mastery properties on weapons and eventually use two at the same time.
With graze feature. why even roll to hit if do auto damage?
Puncture. Advantage on next attack against that target.
Light weapon property has been adjusted, to go back to it being a bonus action. But the Nick mastery allows you to make the attack and still have a bonus action. So that would be preserved for those classes.
Fighters can swap weapon mastery properties on weapons and eventually use two at the same time.
With graze feature. why even roll to hit if do auto damage?
Because 3 is less than 1d8+3.
Yup. It’s the kind of thing that’s strong in T1, but by T3, the other effects from other weapons are better than a tiny amount of damage. Imo, it’s a good sign. I don’t want one option to objectively the best.
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In the last set of rules there is a box which mentions that once the martial weapons will have different properties to that of the simple weapons, with the example being that scimitars and short swords (which are now simple) will be different. What do we think this difference will be?
Personally I'm hoping that they add characteristics like Reach to diversify the weapons in what they can do, but I believe the most likely change they are going to make is Martial Weapons will allow you to add your proficiency bonus to the damage dealt, hence making them scale better. We've already seen them make use of adding proficiency bonus to damage with the new Great Weapon Master feat, and this seems like a simply way to make martial damage more competitive.
So, what features would you all like to see, and what do you thing of my prediction?
I doubt this would happen, but I would like to see weapons being able to add weaker versions of certain combat abilities currently available to Battlemaster Fighters.
I would also prefer it if they re-introduced Expertise in particular weapons back into D&D so that Halberd, for instance, in the hands of one PC feels different from that same weapon in the hands of a different PC. Weapons Expertise could be gained that same way Feats are.
My speculation: new features will be added to various weapons, such as:
Reach (ok, this already exists in 5E)
Returning property, perhaps just as a magical trait.
Auto-grapple or forcing a save against a grapple (lasso/net)
Force a save against being knocked prone, likely on heavy melee weapons.
Different damage dice such as 2d4, 3d4.
Weapons that work on "unarmed strikes" like brass knuckles (silver and adamantite too), shuko, hidden boot daggers, etc.
A second (or even third) 1d8 finesse weapon (slashing) to provide a different option from rapier. Probably a cutlass/scimitar.
A much larger list of weapon names drawing from all continents and history.
Fixes to lance to make it only usable while mounted. Currently the Dual Wielder feat does not allow for double lances.
UA updates to Nets to make them useful, then the official printing causing Nets to be nerfed again.
Technically, there's already a weapon that does 2d4 damage. "Weapons that work on 'unarmed strikes'" doesn't make sense, they can't be unarmed strikes if they're made with a weapon. A much larger list of weapons would be super annoying and confusing, nobody really needs the distinction between a katana and a longsword/shortsword. I don't see why the Dual Wielder feat couldn't allow for double lances. I don't really think that nets should be good outside of maybe a gladiator-based feat, to add some realism; you aren't going to get much use out of nets in a battle, and it would be super weird if it were a meta and everybody would just use nets all the time.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I like the concept that Martial weapons have more traits, some passive, some active that require a Bonus Action on top of the Attack action. (the Bonus Action creates an opportunity cost and represents the extra effort but could conceivably be waived for Fighters to represent their mastery of Martial weapons)
Passive traits could include: Reach (X ft), Vicious (additional damage on crit), Precise (expand crit range by 1), etc.
Active traits could include combat actions: Push, Trip, Grapple, Disarm, Guard (allows Parry reaction), etc.
This would need a bit of rebalancing, especially as it also steps on the toes of some feats, and traits would have to be carefully distributed to avoid optimal weapons, but I think would make an actual interesting choice between weapons that defines your play style, rather than focusing on damage. (This doesn't address the fact that different damage types largely mean nothing. I'd like to see more resistances to different types of physical damage).
For example you could have:
Rapier (1d6P, Finesse, Precise, Disarm) - reduces the damage but gives it an active option with Disarm and increases the opportunity for a crit. The trade between an avg point of damage each attack and the increased likelihood of crit would still make it valuable for Rogues, etc.
Scimitar (1d6S, Finesse, Light, Vicious) - more dangerous than a Simple shortsword on a crit, as befits a Martial weapon.
No point in guessing. Let's just wait and see.
Well, you're no fun, lol. Just kidding.
How about two-handed bludgeoning weapons apply the dazed condition on a critical hit?
Piercing weapons that have a bleed effect on a crit.
Slashing weapons can reduce movement (kind of like the slasher feat)
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
*shrug* Crit effects happen so rarely they don't really matter. I just hope to see more scaling of damage.
Not precisely weapon properties, but I would love to see a RAW for shifting enhancements from one to another. If I’m playing a character with crusher, it’s really annoying when we keep finding slashing weapons.
Obviously not all properties transfer, but even just moving a +1 from one to another would be great.
Personally, in addition to reinforcing combatants, especially martial weapons, giving them more options (Decrease adverse speed, increase damage, crit chance, knockdown, grab, disarm, block, mute, etc) damage due to traits inherent to certain types. of weapons would be a good idea, that some of these can be used with your bonus action, applying certain conditions would prevent it from being something that always takes advantage of the addition, it would give them more diversity and equate a bit with spellcasters, also perhaps this could serve to strengthen and distinguish some classes or subclasses.
For example:
Some Blunt and Polearms have an extra bonus if you are mounted and if you move 30 feet and make an attack with it, the opponent must make a strength saving throw, if it fails they are knocked back and pushed 10 feet.
That some one-handed edged weapons, such as a scimitar, have an extra bonus if you are mounted and move 20 feet to make the attack with the weapon, if you hit you do not roll damage, you make the maximum of the weapon.
These 2 examples could strengthen only those who are mounted, especially Paladins could easily benefit from it for getting a mount easily, but also some subclass that provides bonuses while mounted.
Other examples would be to empower light or ranged weapons for the surprise attack, mainly benefiting rogues, rangers or to characters that have the stalker and/or mage killer treats, but especially the Assassin subclass:
Some light melee weapons (Some may not be martial, like the dagger.) Surprise: If before your attack, your opponent was unconscious (Including if they are asleep) or if your character was Invisible or hidden, if you hit the attack the Critical rate improves by +1, and if you end up dealing 10 or more damage, the opponent must make a Constitution roll with difficulty equal to the damage caused, if he fails he will be muted for a number of turns equal to the margin of failure.
Ranged weapons: Critical rate and attack roll +1, If before your attack, your opponent was Surprised, unconscious (Including if they are asleep) or if your character was Invisible or hidden, as long as they do not have 3/4 cover .
These mainly bonuses to rogues that really do the role of gaining the sneak attack by becoming invisible or taking the enemy by surprise, as well as those who are melee it would give them a chance to counter spellcasters. I would even encourage asking your on duty mage to put some opponents to sleep so you can do your job more efficiently.
Some HEAVY Blunt Weapons (and incidentally include Shillelagh after the character reaches level 11): When you critically hit, the affected creature must make a Strength or Constitution saving throw (it does this with advantage if the creature has a size superior to the attacker), if the miss is knocked back and stunned
Some 2-Handed Slashing Weapons: Upon critical hit or opportunity attack, reduce the opponent's armor by 1 until the end of their next short rest
Whip: If you make an effective attack you can use a bonus action so that the adversary performs a dexterity saving throw, if it fails you can choose whether to grab or disarm your adversary.
Maritime: Tridents and nets offer advantage in aquatic combat and double their range.
Slashing Light Weapons: When you make a critical or opportunity attack, reduce the opposing speed by 5 feet.
Golden Sickle: Special version of the Sickle: VERY EXPENSIVE, Heavy. Range 10 feet, at night under moonlight gains an additional 1d4 to attack and damage.
Some of these buffs could compete/replace some feats or traits from other classes, but instead of competing they could be a lesser version of these, and boost them if they already benefited from it, for example if a weapon offers a chance to block , it should be less effective than the combat master move, but if you have the trait and the weapon, it could enhance the move by further reducing the damage dealt.
Of course, care must be taken, so that it is balanced, but without a doubt if they improve some weapons, mostly martial, the combatants will have combat options, and some will be less monotonous to use them if they have certain weapons (Like the champion warrior) .
I just read a summary of the creators summit WotC had, and there’s some cool things. It seems like weapons will have different powers (a mastery column added to the weapon entries) which will only be accessible to certain classes. A fighter will be able to do things with a dagger that a wizard can’t, was an example.
There were lots more details on the write up. It’s on enworld. There’s also some interesting stuff about the VTT and inclusivity. It’s a long read but worth it.
Link
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
"monotonous to use them if they have certain weapons (Like the champion warrior)"
Except none of your proposed improvements particularly help a STR-based champion warrior becausw they will still optimally just use PAM to make lots of attacks per round. Also none of your proposed improvements offer a choice - either you can make an attack with your BA and do that because it is better, or you don't and you always you that one thing that the weapon you use has as a BA. Fighting Styles and feats will continue to lock in martials to a single weapon and single combat style.
Why make martials "like" spellcasters? If you want to play a spellcaster play a spellcaster.
Yeah, you're right, for champions, some of the martial weapons should take advantage of that armored power to block damage from their allies, chance to counterattack the opponent when they receive a melee attack, disarm them while taking damage, chance to deflect projectiles with certain weapons (Be careful, allies can get hurt since it will only deflect it hahahaha), most of them using their bonus action or reactions... some properties of the weapons could also only be available not only under certain general conditions, but also if the character meets certain requirements: Have strength greater than X, have less than half maximum health, be surrounded by at least 3 enemies (Chance to perform a sweep attack all around if surrounded), etc.
My guess is whatever we see will be underwhelming.
The old BECMI rules for Weapon Mastery got really... complex, with each weapon having different levels of mastery with different effects. For example, a Battle Axe gets the Throwing property at some point, increases in damage at each 'level' of mastery, plus Delay and Stun effects, and so on. The table in the Rule Cyclopedia is almost unreadable due to the complexity, but it wouldn't surprise me if *some* of that gets resurrected.
Slow. Reduce their speed by 10 feet.
Push. Knock someone back 10 feet.
Topple. Knock prone.
Cleave. Unknown.
Sap. Unknown.
Flex. Versatile damage with one hand.
Graze. Do ability mod damage even if you miss.
Puncture. Advantage on next attack against that target.
Light weapon property has been adjusted, to go back to it being a bonus action. But the Nick mastery allows you to make the attack and still have a bonus action. So that would be preserved for those classes.
Fighters can swap weapon mastery properties on weapons and eventually use two at the same time.
With graze feature. why even roll to hit if do auto damage?
Because 3 is less than 1d8+3.
Yup.
It’s the kind of thing that’s strong in T1, but by T3, the other effects from other weapons are better than a tiny amount of damage.
Imo, it’s a good sign. I don’t want one option to objectively the best.