Light club + Grapple/ Restrained as Bonus action option (Nat 19+)
Short sword + Add 5ft movement in combat
Scimitar + reduce movement 5ft per turn (nat 19+).
MACE + Reduce targets Effective AC by -1 (nat 19+).
Sickle + Target AC is reduced by 2 if they are equipped with a shield as they hook the blade around the shield.
Light Hammer + concussion grants advantage vs target (Nat 19+)
Javelin + Increased damage based on combined speed of approaching targets (+1 Damage per 10 ft movement in a line before throw).
Spear + Finesse and Reach properties added with 2 handed enhanced to 2d4 damage(impale and twist/ pull).
Like a dagger in the hands of a martial fighter having a choice to disarm on a natural 19, opposed to simply applying damage, applying the effects of a crit and the disarm on a natural 20. based on the users chosen damage stat contended by their opponents primary stat, a Wizard intelligent enough to see what they may attempt, a Ranger Wise enough to recognise their intent. Barbarians strong enough to hold on, Rogues quick enough to counter the disarm.
a Spear offering Martial classes finesse and Reach, generally standing a foot or 2 longer than a longsword. Offering first hit opportunity, with a standoff distance, at the cost of damage. also more viable for 2 two weapon fighting for more versatility with thrown weapon fighting too.
Making weapons with range include their normal range as potential for opportunity attacks, at the cost of requiring to retrieve a weapon.
So, hopefully this moves, but you're posting your thinking in Unearthed Arcana. DDB considers Unearthed Arcana as WotC defines it, material published by WotC for playtest. Some reddit threads and websites describe their repositories of houserules and homebrews as Unearthed Arcana, but that's not what this is. So now that we're in the right venue:
This seems like a "bunch of cool stuff to do with simple weapons" you're proposing martials can just have because they're proficient in martial weapons ... and haven't really done a consistency or overall "why" rationale, a big factor being why do simples get added coolness where the martial arsenal doesn't?
1.) Why do daggers get some sort of disarm property as opposed to any other simple or martial weapon in the game? I mean, if I were to disarm someone and had my choice of weapon the dagger wouldn't be it. Maybe there's some sort of weapon cork popper built into the dagger that pushes the weapon out of the enemy's hand like they were a lego mini fig or action figure? This doesn't seem to be in dialogue with the actual disarm options in the DMG or the Battlemaster's Disarming attack. Moreover, while the rules tend to treat disarming as a "called" option, you're reliance on natural 19s and presenting it as an optional result seem to imply that disarming is a fluke ... and I don't see how a martial background leads to a greater frequency of happy accidents.
2.) So do you mean the club can be used to attack and then the attacker is granted a grapple or restraint attempt on top of that? As a bonus action? First the proposal fails to account that restraint and grappled are different conditions and rendered on a target differently. Also, the bonus action just seems an action economy and realism breaking "gimme", actual baton training say used in quelling a "riot" you either strike or you use the weapon as a restraint, there's no both/and option. And mechanically that translates into sloppy OP.
3.) Why? College of Swords Bards get mobility bonuses to their blade flourishes because of the style of combat that engage in, you're saying there's some inherent property in the short sword martials can just exploit. It's another nonsensical "gimme."
4.) Again another happy accident not quite crit, and why this weapon as opposed to any other weapon to deny an opponents mobility, like a spear?
5.) Why would a MACE degrade AC in capable hands when more formidable martial weapons don't? Is it because it's written in all caps so has advantage over conventional spelling and font mechanics and the M and E sorta sandwich AC in a pincer maneuver?
6.) It's like you want the sickle to be a finesse weapon when it's really a blunt instrument that does sharp damage. I don't see the sickle "working around" the shield to inflict slashing so much as getting caught up in the shield since the attacker can't see what the blade's doing at the point and the middle of melee is not the time to basically be playing that other Hasbro game "Operation" so hard no BUZZ.
7.) Again a "flukey" effect, and why limit this to light hammers as opposed to the range of blunt instruments in game.
8.) Why do Javenlins get this and not other missile weapon?
9.) You want to make the spear a polearm, it isn't. I mean it can be wielded as a polearm with the polearm master feat but a spear doesn't imbue its wielder with polearm master type properties just because they are using a weapon deemed "simpler" than the rest of the actual polearm weapons.
So here's what martials actually know about simple weapons vs. the martial weapons they're trained to use. There is no secret knowledge. Simple weapons are inferior to martial weapons. If a martial has a choice, they;'re going with their martial inventory, but in a pinch they will use a simple weapon to the best of their ability (reflected in applying class features in combat, just with a suboptimal weapon). There aren't any special properties that a martial can bring out in simple weapons that a martial couldn't bring out of an actual martial weapon. If you want a bit of special added to simple weapon, there is a class that can do that. It's called the Monk and the simple weapons are treated as Monk Weapons.
End of the day all these kinks you're saying martials can add onto a simple weapon have a sort of "rule of cool" sensibility I wouldn't limit to specific weapons. Nor would I institute these as standing rules in my games, and definitely don't think they make sense for general implementation into the combat system as written. The options just seem to be out of thin air rather than integrated with the rules of the game or really thought carefully.
1. its a nice thought, you could have Dagger get a free opportunity attack, each time an opponent missed your AC by more than 5.
2.I consider a light club, effectively an improvised police baton. Constructive, i like it. using a missed attack by 5 or more vs AC you can use your reaction to restrain the attacker.
3. losing damage for more mobility favoured combat style, shorter lighter weapon considered, requiring closing distance.
4. I like the idea of not quite a crit costs the damage option, the crit gives both.weapon just an example.
5. I like the word play, but a simple weapon example, heavier versions can scale to -2AC. just on that hit, not permanent armour damage.
6. taking advantage of a farmers improvised weapons properties to counter the effectiveness of shields, more limited in use.
7. I considered this in the act of during movement, concussion + surprise. like a david vs goliath.
8. Javelins are naturally thrown using movement to assist the launch, you could use Pilum options using javelins to negate the shields instead. A Bow is easier to aim precisely when stationary.
9. All of the polearms could use a lot more differentiation. A Glaive and a Halberd although similar varied in effectiveness. Id go down lines for their Martial forms Glaive being an axe-spear, could have the -1AC to hit a target wearing Medium armour or higher. A Glaive being a sword on a longer handle could Cleave for 1 additional target adjacent to your primary target wearing light Armour or less. (great axe scaling to +2 targets adjacent to you with no Reach). The Pike should be 15-20 FT reach, but less useful within that range. so more potent in larger numbers. then the Spear, losing range in the ranged attack for more versatility. Having the 300 style spear thrusts easily having Reach of 5-10 ft. or like tvs the Mountain in Game of Thrones. Less training making for limited attack options. lower confidence to over extend to hit. at the cost of lower damage due to a smaller weapon than the blade on the Glaive for example.
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Including enhanced actions on simple weapons, in the hands on martial classes.
Like a dagger in the hands of a martial fighter having a choice to disarm on a natural 19, opposed to simply applying damage, applying the effects of a crit and the disarm on a natural 20. based on the users chosen damage stat contended by their opponents primary stat, a Wizard intelligent enough to see what they may attempt, a Ranger Wise enough to recognise their intent. Barbarians strong enough to hold on, Rogues quick enough to counter the disarm.
a Spear offering Martial classes finesse and Reach, generally standing a foot or 2 longer than a longsword. Offering first hit opportunity, with a standoff distance, at the cost of damage. also more viable for 2 two weapon fighting for more versatility with thrown weapon fighting too.
Making weapons with range include their normal range as potential for opportunity attacks, at the cost of requiring to retrieve a weapon.
So, hopefully this moves, but you're posting your thinking in Unearthed Arcana. DDB considers Unearthed Arcana as WotC defines it, material published by WotC for playtest. Some reddit threads and websites describe their repositories of houserules and homebrews as Unearthed Arcana, but that's not what this is.So now that we're in the right venue:This seems like a "bunch of cool stuff to do with simple weapons" you're proposing martials can just have because they're proficient in martial weapons ... and haven't really done a consistency or overall "why" rationale, a big factor being why do simples get added coolness where the martial arsenal doesn't?
1.) Why do daggers get some sort of disarm property as opposed to any other simple or martial weapon in the game? I mean, if I were to disarm someone and had my choice of weapon the dagger wouldn't be it. Maybe there's some sort of weapon cork popper built into the dagger that pushes the weapon out of the enemy's hand like they were a lego mini fig or action figure? This doesn't seem to be in dialogue with the actual disarm options in the DMG or the Battlemaster's Disarming attack. Moreover, while the rules tend to treat disarming as a "called" option, you're reliance on natural 19s and presenting it as an optional result seem to imply that disarming is a fluke ... and I don't see how a martial background leads to a greater frequency of happy accidents.
2.) So do you mean the club can be used to attack and then the attacker is granted a grapple or restraint attempt on top of that? As a bonus action? First the proposal fails to account that restraint and grappled are different conditions and rendered on a target differently. Also, the bonus action just seems an action economy and realism breaking "gimme", actual baton training say used in quelling a "riot" you either strike or you use the weapon as a restraint, there's no both/and option. And mechanically that translates into sloppy OP.
3.) Why? College of Swords Bards get mobility bonuses to their blade flourishes because of the style of combat that engage in, you're saying there's some inherent property in the short sword martials can just exploit. It's another nonsensical "gimme."
4.) Again another happy accident not quite crit, and why this weapon as opposed to any other weapon to deny an opponents mobility, like a spear?
5.) Why would a MACE degrade AC in capable hands when more formidable martial weapons don't? Is it because it's written in all caps so has advantage over conventional spelling and font mechanics and the M and E sorta sandwich AC in a pincer maneuver?
6.) It's like you want the sickle to be a finesse weapon when it's really a blunt instrument that does sharp damage. I don't see the sickle "working around" the shield to inflict slashing so much as getting caught up in the shield since the attacker can't see what the blade's doing at the point and the middle of melee is not the time to basically be playing that other Hasbro game "Operation" so hard no BUZZ.
7.) Again a "flukey" effect, and why limit this to light hammers as opposed to the range of blunt instruments in game.
8.) Why do Javenlins get this and not other missile weapon?
9.) You want to make the spear a polearm, it isn't. I mean it can be wielded as a polearm with the polearm master feat but a spear doesn't imbue its wielder with polearm master type properties just because they are using a weapon deemed "simpler" than the rest of the actual polearm weapons.
So here's what martials actually know about simple weapons vs. the martial weapons they're trained to use. There is no secret knowledge. Simple weapons are inferior to martial weapons. If a martial has a choice, they;'re going with their martial inventory, but in a pinch they will use a simple weapon to the best of their ability (reflected in applying class features in combat, just with a suboptimal weapon). There aren't any special properties that a martial can bring out in simple weapons that a martial couldn't bring out of an actual martial weapon. If you want a bit of special added to simple weapon, there is a class that can do that. It's called the Monk and the simple weapons are treated as Monk Weapons.
End of the day all these kinks you're saying martials can add onto a simple weapon have a sort of "rule of cool" sensibility I wouldn't limit to specific weapons. Nor would I institute these as standing rules in my games, and definitely don't think they make sense for general implementation into the combat system as written. The options just seem to be out of thin air rather than integrated with the rules of the game or really thought carefully.
Jander Sunstar is the thinking person's Drizzt, fight me.
1. its a nice thought, you could have Dagger get a free opportunity attack, each time an opponent missed your AC by more than 5.
2.I consider a light club, effectively an improvised police baton. Constructive, i like it. using a missed attack by 5 or more vs AC you can use your reaction to restrain the attacker.
3. losing damage for more mobility favoured combat style, shorter lighter weapon considered, requiring closing distance.
4. I like the idea of not quite a crit costs the damage option, the crit gives both.weapon just an example.
5. I like the word play, but a simple weapon example, heavier versions can scale to -2AC. just on that hit, not permanent armour damage.
6. taking advantage of a farmers improvised weapons properties to counter the effectiveness of shields, more limited in use.
7. I considered this in the act of during movement, concussion + surprise. like a david vs goliath.
8. Javelins are naturally thrown using movement to assist the launch, you could use Pilum options using javelins to negate the shields instead. A Bow is easier to aim precisely when stationary.
9. All of the polearms could use a lot more differentiation. A Glaive and a Halberd although similar varied in effectiveness. Id go down lines for their Martial forms Glaive being an axe-spear, could have the -1AC to hit a target wearing Medium armour or higher. A Glaive being a sword on a longer handle could Cleave for 1 additional target adjacent to your primary target wearing light Armour or less. (great axe scaling to +2 targets adjacent to you with no Reach). The Pike should be 15-20 FT reach, but less useful within that range. so more potent in larger numbers. then the Spear, losing range in the ranged attack for more versatility. Having the 300 style spear thrusts easily having Reach of 5-10 ft. or like tvs the Mountain in Game of Thrones. Less training making for limited attack options. lower confidence to over extend to hit. at the cost of lower damage due to a smaller weapon than the blade on the Glaive for example.