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View Full Version : D&D 5e/Next WIP new weapon system, letīs see what you guys think



Tarrab
2015-06-28, 08:42 PM
Ok, based on a system I saw someone post a few months back (sorry, I really canīt remember that guyīs name, but his idea was awesome... this is just an expansion to that) I have been working on a new system for weapons on my homebrewed world of Aranth.

I found the weapon system in 5th kinda... well... boring, in which more than half the weapons turn to be there just to make an appearance, but you cannot really make them useful, at all. So, with that in mind, I give you it. Bash it as much as you want:

New weapon rules

This system allows for a new way of creating and looking at weapons in 5th edition. It also changes all weapon proficiencies.


Crafting a base weapon

Here we explain the method to create a weapon in Aranth.

Kind
To create a weapon, first you must choose the kind, which will determine the base damage and price. There are three kind of weapons:


-Small: 1d6 Damage, 10 Crowns average cost. All Small weapons can be Thrown up to a distance of 20/60.


-Normal: 1d8 Damage, 30 Crowns average cost. Normal weapons cannot be Thrown.


-Ranged: 1d6 Damage, 35 Crowns average cost. The average range is 80/320.


Damage Type
Next, select the type of damage. This does not extend to ranged weapons, since their type of damage is controlled by ammunition:


-Piercing (75% base cost).


-Bludgeoning (normal cost).


-Slashing (125% base cost).


Traits
After this, you must select the basic trait of the weapon. Ranged weapons cannot be Finesse or Versatile:


-Light: Reduces the damage die by one step, can be used as an off-hand weapon with no penalty. A ranged weaponīs range is reduced to 30/120. Cost is reduced by 10%.


-Finesse: Can be used with dexterity in lieu of strength. Augments cost by 10%.


-Versatile: When used with two hands the damage die is increased by one. Augments cost by 10%.


-Heavy: The damage die increases by one step, cannot be used by small species, must be used with both hands. A ranged weaponīs range is augmented to 150/600. Augments cost by 10%. You cannot select this trait for a Small weapon.


Advantages
After that, you can add advantages into a weapon, which can be any of the following. Any weapon can hold up to two advantages, although these are not mandatory for the weaponīs creation. Once selected, the base advantages cannot be changed. Advantages cannot be repeated:


-Light: The weapon becomes light, as explained above. Cannot be done to Versatile or Heavy weapons. A ranged weaponīs range is reduced to 30/120. Reduces cost by 10%.


-Finesse: The weapon becomes more keen, as explained above. Cannot be done to Heavy weapons. Augments cost by 10%.


-Versatile: The weapon becomes versatile, as explained above. Cannot be done to Small or Heavy weapons. Augments cost by 10%.


-Deadly: The weapon does damage one step higher. Augments cost by 30%.


-Dull: The weapon does damage one step lower. Reduces cost by 20%. Choosing this advantage does not count to your Advantage maximum for weapon creation. A 1d4 weapon will only deal 1 point of damage if this advantage is chosen.


-Loading: A ranged weapon with this quality can only shoot a single piece of ammunition with an attack action per turn. This increases the damage die by one step. This does not augment or reduce the cost, but reduces the distance of a Heavy ranged weapon from 150/600 to 100/400. This can only be done to ranged weapons.


-Firearm: This advantage can only be put to a weapon that has the Loading advantage. By increasing the cost by 30%, the ranged weapon becomes a firearm, increasing the damage die by an additional step and gaining advantage instead of disadvantage in melee combat, although it will require gunpowder and specific ammunition. Firearms cannot be used by any class unless they receive special training or are born in a realm in which firearms are common.


-Powerful: A weapon with this quality divides itīs damage dice, if possible, to deal more minimum damage. 1d8 becomes 2d4, 1d12 becomes 2d6. Augments cost by 10%.


-Returning: You can make a Small weapon become Returning. If you miss your target by 5 or more, the weapon will fall near the target. Augments cost by 20%.


-Reach: A weapon with this quality can be used to attack at an additional range of 5 feet. This reduces the damage die by one step. This augments the cost by 20%. You cannot put this advantage on a Small or Light weapon.


-Engraved: An engraved weapon is harder to disarm, making weapons loose the Disarm property against it. This augments the cost by 20%.


-Disarm: A disarm weapon is specifically tailored to disarm an opponent, cancelling the Advantage he gets on the Disarm roll. This augments the cost by 30%.


-Hidden: A weapon with this property can be easily hidden. The DC to spot such a weapon with Investigation and Perception is 10, or a Sleight of Hand check. You gain a +5 to both checks if the weapon is Small. The first attack you make with a hidden weapon in a fight has advantage. This augments the cost by 30%. You cannot put this advantage on Heavy weapons.


-Penetrating: A penetrating weapon is specially tailored to harm a target with little armor. You get a +1 to Hit against enemies with light or no armor. Monsters with no natural armor are also affected. This augments the cost by 30%. This must be a Piercing or Slashing weapon.


-Crushing: A crushing weapon is specially tailored to harm a target with more protective armor. You get a +1 to Hit against enemies with medium and heavy armor. Monsters with natural armor are also affected. This augments the cost by 30%. This must be a Bludgeoning or Slashing weapon.


-Curved: A curved weapon is specially tailored to harm a target using a shield of any kind. You get a +1 to Hit against enemies wearing bucklers or shields of any kind. Monsters are not affected by this effect. This augments the cost by 20%.


-Double: This can only be put on a Versatile or Finesse weapon. This makes the weapon become Heavy, losing the Versatile property (but not the finesse property), but does not increase the damage die. A Double weapon has two heads that do the same damage die. The second head can only be used with a bonus action, and counts as a light weapon. This augments the cost by 20%. You can change the damage type of the other head by augmenting the cost by 10%. You can make a smaller version of one head, reducing the damage die of that head by one and reducing the cost by 10%. If a double weapon has magical effects, they apply equally to both heads, although particular effects (like AC bonuses) donīt stack.


-Protective: This makes the weapon particularly protective. The weapon loses one damage die step, but the wearer gains +1 to AC. This effect doesnīt stack with a Shield, Buckler or with another Protective weapon. This augments the cost by 30%.


-Catcher: This makes the weapon effective for catching an enemyīs weapon. When under attack, you can use your Reaction to attempt to lock both weapons. You must use your Athletics or Acrobatics against the attack, whichever is higher. If you succeed, both you and your enemy get your weapons locked. This makes both weapons unusable and he becomes automatically grappled by you. The enemy or you can unlock the weapon by spending a bonus action on their turn. He can also let go of the weapon, which makes it fall to the ground. This augments the cost by 20%.


-Dosage: The weapon has a cavity that allows you to fill it with a specific liquid of your choice. You can only fill it with a single dose of any particular substance. The dose is used when you hit with your first attack. This augments the cost by 20%.


-Silvered: The weapon has enough silver in its alloys to be counted as a silver weapon. This augments the cost by 30%.


-Separable: The weapon must be Normal and not Light for this advantage. As a reaction. You can separate your weapon into two weapons, which do the same type of damage although at two dies less each. Unless the main weapon is Heavy, both weapons count as Light. This augments the cost by 30%. You can put the two parts back into a single weapon as a bonus action. If the main weapon is magical, you must, if possible, divide the magical effect between both weapons (including extra damage dice, so a Flametongue Separable weapon will do 1d6 Fire damage with each of its parts). If the magic is uneven, one weapon keeps a better effect (a +1 magical Separable weapon will only get the +1 to one of both divided weapons).


-Bayonet: This must be put on a Small and Light weapon. The weapon can be attached to a Ranged weapon and can be used to make melee attacks with it. This augments cost by 30%.


-Proofed: Choose a single element between fire, cold, electricity, acid or thunder. The weapon only takes half damage from that element. This augments the cost by 10%, minimum of 1 CR. You can make a weapon immune to an element by augmenting the cost by 30%.


-Keen: A keen weapon can score a critical with a 19 and a 20. It also fumbles on a 1 and a 2. This augments the cost by 30%.


-Focus: A weapon with this Advantage can be considered as a Focus for one specific spellcasting class. This augments the cost by 30%.


-Restraining: A weapon with this Advantage can restrain an enemy, making him move at half speed. The enemy can get out of this state by spending an action. While restrained, a target moves at half speed. A Restraining weapon can only attack once per round, no matter the amount of attacks itīs wielder can do. If you choose to attack again with a Restraining weapon, the previous restraining effect stops taking place. This also reduces the damage die of the weapon by two. It augments the cost by 10%.


-Mounted: This can be applied only to Heavy weapons. A mounted weapon allows you to use the weapon in one hand while mounted on any kind of mount. This augments the cost by 10%.


-Mercurial: A mercurial weapon is much harder to handle, but its weight compernsation makes it much more dangerous. A weapon with this advantage gets a -1 to hit, but gains a +2 to damage. This augments the cost by 30%.


-Armor extension: This can only be applied to a Small and Light weapon. This weapon can be easily attached to a piece of armor. You can attack with the weapon from that part of armor normally. This augments the cost by 20%.


-Fierce: With this advantage, a weapon looks particularly perilous, terrifying to the enemy. This gives you a +1 to Charisma checks to Intimidate checks while wielding it. This augments the cost by 20%.


So for example, a Greatsword would be a Normal (1d8), Slashing, Heavy (1d10) weapon with the Deadly (1d12) and Powerful (2d6) advantages.




Enhanced

A smith (minimum of +3 proficiency to the tools required) can make a weapon Enhanced. By doubling its cost, you can add an additional advantage of your choice that can apply to the weapon. You can do this before making a weapon magical. Already magical weapons canīt be enhanced, but you must pay double the cost of the magical weapon. If an ehanced weapon doesnīt have magical enhancements, it gains a +1 to attack and damage. This last bonus doesnīt stack with magical effects to hit and damage. Weapons can only be Enhanced once.


Masterwork

An experienced smith (minimum of +5 proficiency to the tools required) can make a weapon Masterwork. The weapon doesnīt need to have been previously enhanced. By tripling its cost, you can add an additional advantage of your choice that can apply to the weapon. You can do this before making a weapon magical. Already magical weapons can be masterworked, but you must pay triple the cost of the magical weapon. Mastercrafted weapons count as being twice as hardy and resilient to regular damage. If a masterwork weapon doesnīt have magical enhancements, it gains a +2 to attack and damage. This last bonus doesnīt stack with magical effects to hit and damage. It also doesnīt stack with the bonus of an Enhanced weapon. Weapons can only be Masterworked once.


Perfect

A legendary smith (minimum of +6 proficiency to the tools required) can make a weapon Perfect. The weapon must have been at least enhanced or masterworked. You must pay quintuple the cost of the actual weapon and you will be able to add two additional advantages. You can do this before making a weapon magical. Already magical weapons can be perfected, but you must pay five times the cost of the magical weapon. Perfect weapons are very rare and are completely indestructible.



When someone has Martial weapon proficiency, they can wield all weapons, if not, they must follow the following rules about weapon proficiency.

Weapon Proficiencies
Dwarves are proficient in Normal Bludgeoning weapons. Elves are proficient in non-Heavy Normal Slashing weapons.

All classes are proficient in Small and non-Heavy Ranged weapons.

Bards are also proficient in non-Heavy Normal Slashing weapons.

Druids are also proficient in any weapon made of natural elements, excluding forged metals. This does not apply to non-Heavy Normal Slashing weapons.

Monks are also proficient in any weapons with the Monk advantage.

Rogues are also proficient in all Finesse weapons.

Sorceres are not proficient in any Slashing weapon.

Wizards are not proficient in any Slashing weapon.


Ok guys, waiting for any criticism I can use!

Torched Forever
2015-06-29, 09:23 AM
Wow, that is a lot of homebrew. I like the system's customization design, but it looks a little complicated.
Kind
Small: Pretty balanced for a 1d8 base.
Normal: Really generic.
Ranged: A little powerful as it has better range at the cost of disadvantage on melee.
Traits
Light: I'm confused about this one. If it is the only way to get the standard light trait (I think it is) then TWF has no penalties. Unless you changed the TWF rules, this could use some clarification.
Finesse: Free finesse is stronger than light for -d2.
Versatile: Free versatile is stronger than light for -d2.
Heavy: This makes small players in capable of access to ANY two handed weapon. 2h for +d2 is a little weak compared to the other traits.
Advantages
Light: Only useful for making light finesse weapons.
Finesse: Better than light because it has to damage cost. No limit against ranged.
Versatile: Same as finesse. Only useful for making finesse versatile. No limit against ranged.
Deadly: More versatility for a greater cost, seems fair.
Dull: So less damage for a little more money? Depending on how high cost crowns are, this may or may not be worth it.
Loading: Deadly with a weapon penalty instead of cost. Dependent on cost of these weapons.
Firearm: Requires loading and training for deadly with a small benefit.
Powerful: Cheaper deadly. Important for maxing damage or cost management if that is a big deal.
Returning: Am I missing something or is it granting a 3.x magical effect on a mundane weapon?
Reach: Granting a weapon trait at the cost of -d2 is worse than for free from finesse and versatile.
Engraved: Not sure about the flavor of this... but it seems pretty weak as well. It costs an advantage and 20% to counter a single advantage they might have.
Disarm: I think disarming is solely a battle master thing. So, I'm really confused on what this does.
Hidden: Balanced somewhere close to deadly.
Penetrating: This is pretty bad, most enemies will have at least some armor. Not to mention deadly is stronger in power.
Crushing: Basically better penetrating. Still worse in most cases.
Curved: Useful of PvP? maybe? It is really weak compared to the other effects.
Double: This is really powerful. It doubles your damage! Two attacks at 1d10 at first level is insane.
Protective: Good for the mariner style. It does reduce damage though.
Catcher: This one is pretty good. Good for any grappler build.
Dosage: Depending on how you interpret this, its really good or okay.
Silvered: Pretty weak for an advantage.
Separable: I can't think of when you would want to do this. Only an advantage in certain situations.
Bayonet: Basically lets you ignore the penalty of ranged. Not too bad.
Proofed: Damage to weapons doesn't come up that often. Especially elemental damage. Not sure if useful.
Keen: 10% crit for 10% fumble is a even trade. This is also at the cost of an advantage. Not too good.
Focus: Not really useful. This doesn't provide any major bonus to casters. Just their weapon is their focus.
Restraining: Two damage dice for a weird benefit. Not to mention, how does a melee weaon attack make them slower while still letting them leave your range?
Mounted: I get that you were trying to be able to make a lance, but it removes one of the key points of the lance, it had disadvantage on 5 foot attacks. I think this is still balanced, but it isn't lance making.
Mercurial: This is better than deadly. You get deadly for free and -1 attack for +1 damage which isn't all that bad.
Armor Extension: Weak for an advantage. It has flavor but it doesn't really effect mechanics.
Fierce: Not sure on how powerful this is. The player can only trigger it with a maneuver or the DM basically letting them.
Overall, the advantages may be more balanced depending on how much a crown costs. Unless each one it a big deal, some of the advantages are really weak.

Demonic Spoon
2015-06-29, 10:11 AM
This seems pretty cool. How does this affect feats? You might see, for example, restricting Polearm Master to weapons with reach.

Additionally, while the rules you listed make sense for adventurers, should there be options for cheaper/weaker weapons? This would mostly be a DM tool, but arming a peasant militia with spears shouldn't cost 10 gold per person.

Finally, it may be worth thinking about how this affects player starting with gold vs background/class equipment.

Anyway, a couple small nitpicks:

-I would reconsider any bonuses that add +AC or +Attack. This could lead to golfbag syndrome (a player just has a series of weapons and pulls the right one out for every situation). This hurts what I think is the strength of your system, which is that weapons feel more unique and interesting. It's also a pain to calculate on the fly. Mercurial might be OK since it doesn't change based on enemy type.

-I'm thinking Bayonet should reduce the damage die size by one. I would also reconsider the term "bayonet", since it doesn't make sense for, say, a longbow.

-Could you clarify what Armor Extension does?

-Keen makes me leery - handing out a champion class feature this cheaply could be too strong, especially if you stack crit bonuses - for example, create a half-orc barbarian with a keen greataxe.

Tarrab
2015-07-01, 09:01 AM
Wow, that is a lot of homebrew. I like the system's customization design, but it looks a little complicated.
Kind
Small: Pretty balanced for a 1d8 base.
Normal: Really generic.
Ranged: A little powerful as it has better range at the cost of disadvantage on melee.
Traits
Light: I'm confused about this one. If it is the only way to get the standard light trait (I think it is) then TWF has no penalties. Unless you changed the TWF rules, this could use some clarification.
Finesse: Free finesse is stronger than light for -d2.
Versatile: Free versatile is stronger than light for -d2.
Heavy: This makes small players in capable of access to ANY two handed weapon. 2h for +d2 is a little weak compared to the other traits.
Advantages
Light: Only useful for making light finesse weapons.
Finesse: Better than light because it has to damage cost. No limit against ranged.
Versatile: Same as finesse. Only useful for making finesse versatile. No limit against ranged.
Deadly: More versatility for a greater cost, seems fair.
Dull: So less damage for a little more money? Depending on how high cost crowns are, this may or may not be worth it.
Loading: Deadly with a weapon penalty instead of cost. Dependent on cost of these weapons.
Firearm: Requires loading and training for deadly with a small benefit.
Powerful: Cheaper deadly. Important for maxing damage or cost management if that is a big deal.
Returning: Am I missing something or is it granting a 3.x magical effect on a mundane weapon?
Reach: Granting a weapon trait at the cost of -d2 is worse than for free from finesse and versatile.
Engraved: Not sure about the flavor of this... but it seems pretty weak as well. It costs an advantage and 20% to counter a single advantage they might have.
Disarm: I think disarming is solely a battle master thing. So, I'm really confused on what this does.
Hidden: Balanced somewhere close to deadly.
Penetrating: This is pretty bad, most enemies will have at least some armor. Not to mention deadly is stronger in power.
Crushing: Basically better penetrating. Still worse in most cases.
Curved: Useful of PvP? maybe? It is really weak compared to the other effects.
Double: This is really powerful. It doubles your damage! Two attacks at 1d10 at first level is insane.
Protective: Good for the mariner style. It does reduce damage though.
Catcher: This one is pretty good. Good for any grappler build.
Dosage: Depending on how you interpret this, its really good or okay.
Silvered: Pretty weak for an advantage.
Separable: I can't think of when you would want to do this. Only an advantage in certain situations.
Bayonet: Basically lets you ignore the penalty of ranged. Not too bad.
Proofed: Damage to weapons doesn't come up that often. Especially elemental damage. Not sure if useful.
Keen: 10% crit for 10% fumble is a even trade. This is also at the cost of an advantage. Not too good.
Focus: Not really useful. This doesn't provide any major bonus to casters. Just their weapon is their focus.
Restraining: Two damage dice for a weird benefit. Not to mention, how does a melee weaon attack make them slower while still letting them leave your range?
Mounted: I get that you were trying to be able to make a lance, but it removes one of the key points of the lance, it had disadvantage on 5 foot attacks. I think this is still balanced, but it isn't lance making.
Mercurial: This is better than deadly. You get deadly for free and -1 attack for +1 damage which isn't all that bad.
Armor Extension: Weak for an advantage. It has flavor but it doesn't really effect mechanics.
Fierce: Not sure on how powerful this is. The player can only trigger it with a maneuver or the DM basically letting them.
Overall, the advantages may be more balanced depending on how much a crown costs. Unless each one it a big deal, some of the advantages are really weak.

Hey Torched, thanks for the input. The first steps of making the weapon are mandatory, so you HAVE to select Kind, Trait and type of damage to have a basic weapon. On top of that, any newly made weapons can have up to two advantages (+dull, if you find the weapon too expensive). So all weapons MUST be either light, finesse, versatile or heavy (never found a point on weapon without it, anyway), and then you can add a second one of those traits (versatile+finesse for example) when you choose advantages.

Also, every time I say a damage die is increased or decreased it means that the basic damage die for the weapon (d6 for example) goes up (d8 with deadly) or down (d4 with light).

Returning is granting a powerful effect, but I honestly feel that it was always a sad thing that we donīt see more boomerangs in the game. Thatīs why it can only be applied to thrown weapons.

Double makes your weapon heavy but doesnīt increase the damage Die... I should though, cap it at d8 somehow...

In the case of Disarm and Engraved, I post you my rules on Disarming attacks, which I use on my game so everyone can try to disarm: "You can attempt to disarm an opponent from a weapon or hand-held item by making an attack with Disadvantage. The opponent rolls his Athletics or Acrobatics, whichever is higher, against your attack roll. The opponent gets advantage if he is larger than you or is holding the item with both hands. Disarming weapons forego this Advantage. If the opponent is disarmed, the item falls 5 feet in a random direction, according to a 1d8 die. If you attacked unarmed, you can choose to wield the item."

Also is important to keep in mind I donīt intend to cover the previous weapon given on the books (even though you can build replicas of sort with these rules). The whole point is for the player to craft any amount of weapons he wants with a different kind of taste. The whole idea is to give the players back their power when it comes to weapons looking and feeling "cooler" ;D

Tarrab
2015-07-01, 09:04 AM
This seems pretty cool. How does this affect feats? You might see, for example, restricting Polearm Master to weapons with reach.

Additionally, while the rules you listed make sense for adventurers, should there be options for cheaper/weaker weapons? This would mostly be a DM tool, but arming a peasant militia with spears shouldn't cost 10 gold per person.

Finally, it may be worth thinking about how this affects player starting with gold vs background/class equipment.

Anyway, a couple small nitpicks:

-I would reconsider any bonuses that add +AC or +Attack. This could lead to golfbag syndrome (a player just has a series of weapons and pulls the right one out for every situation). This hurts what I think is the strength of your system, which is that weapons feel more unique and interesting. It's also a pain to calculate on the fly. Mercurial might be OK since it doesn't change based on enemy type.

-I'm thinking Bayonet should reduce the damage die size by one. I would also reconsider the term "bayonet", since it doesn't make sense for, say, a longbow.

-Could you clarify what Armor Extension does?

-Keen makes me leery - handing out a champion class feature this cheaply could be too strong, especially if you stack crit bonuses - for example, create a half-orc barbarian with a keen greataxe.

The idea is that with feats, considering how now Weapon Proficiencies would work, you have to apply them to particular weapons. So yes, Polearm Master would only work with weapons with the Reach advantage and Great Weapon Master would only work on Heavy weapons.

I think that this guideline would apply only to adventurers. People crafting very simple weapons, like wooden spears, would only really need the material and no money. Besides a spear could always be a Normal Heavy weapon with no advantages.

Remember that the bonuses to attack or ac must be allowed by however is the DM.

Bayonet SHOULD reduce damage by one, I missed that one! Thanks

Keen might be OP for a champion, maybe not make it stack?

Demonic Spoon
2015-07-01, 01:00 PM
Keen might be OP for a champion, maybe not make it stack?

it's barbarians, not fighters, I'm worried about. Think about a half-orc barbarian with a keen greataxe. He gets 1-2 extra damage dice on a crit, plus a higher chance to crit in the first place due to Reckless Attack. Now, with this change, he doubles his crit chance.

If you want to have a feature that benefits crits, I'd make it something that stacks additively rather than multiplicatively with other crit-boosting features - an extra d8, for example. Ultimately, though, increase crit chance is just a fancy way of adding +damage to a weapon.

Tarrab
2015-07-13, 10:58 AM
it's barbarians, not fighters, I'm worried about. Think about a half-orc barbarian with a keen greataxe. He gets 1-2 extra damage dice on a crit, plus a higher chance to crit in the first place due to Reckless Attack. Now, with this change, he doubles his crit chance.

If you want to have a feature that benefits crits, I'd make it something that stacks additively rather than multiplicatively with other crit-boosting features - an extra d8, for example. Ultimately, though, increase crit chance is just a fancy way of adding +damage to a weapon.

You are absolutely right, im gonna see which mod makes more sense.

PotatoGolem
2015-07-13, 05:24 PM
I'm a little confused about the Traits and Advantages. It seems like, from the wording, you have to choose a trait. You can't just have a normal one-handed weapon (like a mace in the current rules). But all of the traits except Heavy are also Advantages. So does a non-heavy weapon only get one advantage? That's what it seems like right now. I'd just take the traits off the advantages list and make them entirely optional- seems more balanced.

Ogrillian
2015-07-14, 10:44 AM
I like the weapons list, although I've been dying to find a realistic monk weapon list, besides the simple listing in 5e PH
(nunchucks do NOT work like a flail or club!!!)

Tarrab
2015-07-14, 11:28 AM
I'm a little confused about the Traits and Advantages. It seems like, from the wording, you have to choose a trait. You can't just have a normal one-handed weapon (like a mace in the current rules). But all of the traits except Heavy are also Advantages. So does a non-heavy weapon only get one advantage? That's what it seems like right now. I'd just take the traits off the advantages list and make them entirely optional- seems more balanced.

So, itīs kinda like this: Traits are mandatory, advantages are not. Advantages are maximum two per weapon (unless you upgrade them). For example, in my system, a mace would most likely be a Normal Versatile Blunt weapon (yeah, I think that using it two handed should make the 1d8 become 1d10). So no, no weapons can be without traits. You can add an advantage like finesse to a Versatile weapon, though, you are not obligated to do so.

Tarrab
2015-07-14, 11:30 AM
I like the weapons list, although I've been dying to find a realistic monk weapon list, besides the simple listing in 5e PH
(nunchucks do NOT work like a flail or club!!!)

Well... it ainīt a weapons list, I donīt know what you read... you can find rules to make nunchuks whichever way you like, though.

PotatoGolem
2015-07-14, 12:02 PM
So, itīs kinda like this: Traits are mandatory, advantages are not. Advantages are maximum two per weapon (unless you upgrade them). For example, in my system, a mace would most likely be a Normal Versatile Blunt weapon (yeah, I think that using it two handed should make the 1d8 become 1d10). So no, no weapons can be without traits. You can add an advantage like finesse to a Versatile weapon, though, you are not obligated to do so.

But are you obligated to add the corresponding advantage to a weapon with a trait? If my sword is Versatile as a trait, does it also use of one of my Advantage slots (IE, do I have to take the Versatile advantage)?

DanyBallon
2015-07-14, 01:21 PM
what about a normal trait, that would reduce your cost by 20% instead?

Tarrab
2015-07-14, 09:26 PM
But are you obligated to add the corresponding advantage to a weapon with a trait? If my sword is Versatile as a trait, does it also use of one of my Advantage slots (IE, do I have to take the Versatile advantage)?

Oh, no, not at all. Selecting a trait that appears on advantages does NOT count to your advantage maximum. ;)

Tarrab
2015-07-14, 09:27 PM
what about a normal trait, that would reduce your cost by 20% instead?

That would be the Dull trait ;)

DanyBallon
2015-07-15, 06:11 AM
That would be the Dull trait ;)
Could be, but saying that a mace or a club is dull, is kinda weird, they are bludgeoning weapons after all. I see the Dull advantage applying only to slashing and piercing weapons.

Also, your Dull advantage, reduce the damage dice, while what I'm talking about is just having a standard traits applicable to weapons that are not light, versatile, heavy, or finesse. Maybe instead of a cost reduction, have everyone proficient with them in addition to small and non-heavy ranged weapons.

DiBastet
2015-07-15, 11:11 AM
Yeah, the Simple trait would be fine: -20% price and everyone is proficient in that. It's a simple, boring weapon if you compare to others.

Tarrab
2015-07-15, 07:21 PM
Yeah, the Simple trait would be fine: -20% price and everyone is proficient in that. It's a simple, boring weapon if you compare to others.

Well, thatīs the thing, it is exactly what Iīm trying to avoid! The whole point of the system is to make every weapon interesting and modifiable, so we donīt have any more boring maces and simple weapons players donīt end up buying anyhow...

P.D.: good to see you back, DiBastet, wouldnīt be PEACH without your opinion!

DiBastet
2015-07-15, 08:30 PM
You see Tarrab, I'm gonna give you the best compliment a DM can give: I'm gonna use this for the campaign I'm just starting. I totally forgot to tell you that before.

But you see man, I try not to think only about the players, I try to think about the world. My setting is a monster-are-rare-humans-are-monsters kind of setting, so bandits, highwayman, cultists and the like are a big part of the foes. Of course, knights, soldiers, mages, barbarians, hunters, the Warrior professions will all use good weapons, but what about the lowly footman, bandit and thief? These are the kind of guys I imagine using a dagger, a sickle, a boring light mace and anything they can get their pawn into (and these items must be cheap).

So that's it, I don't want to go against your design decision or anything, just telling you why I think something like this should be included.


Ps: It's good to be back. That horrible part of the semester when all college teachers decide to schedule their tests in a spam of 15 days, that's finally over for me (at least for this semester)

Tarrab
2015-07-20, 05:36 PM
You see Tarrab, I'm gonna give you the best compliment a DM can give: I'm gonna use this for the campaign I'm just starting. I totally forgot to tell you that before.

But you see man, I try not to think only about the players, I try to think about the world. My setting is a monster-are-rare-humans-are-monsters kind of setting, so bandits, highwayman, cultists and the like are a big part of the foes. Of course, knights, soldiers, mages, barbarians, hunters, the Warrior professions will all use good weapons, but what about the lowly footman, bandit and thief? These are the kind of guys I imagine using a dagger, a sickle, a boring light mace and anything they can get their pawn into (and these items must be cheap).

So that's it, I don't want to go against your design decision or anything, just telling you why I think something like this should be included.


Ps: It's good to be back. That horrible part of the semester when all college teachers decide to schedule their tests in a spam of 15 days, that's finally over for me (at least for this semester)

Well mate, that is too kind of you! Hope you can enjoy it and change it to your whims.

As a rule, all simple boring weapons, in my scenario, are not even being considered weapons. A spear made out of a pointy stick is gonna have 1d6 or 1d8 damage, but it doesnīt choose any other traits or advantages. Thatīs how Iīve been solving it.

Ps: are you gonna finish that whole "Alancia" archetypes you were up too? Took a few of them and made some small mods that I might send your way later.

DiBastet
2015-07-20, 09:46 PM
ugh I will. They are all ready and already in use, but the translation process is so time consuming and I have so little free time these days...