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Thread: Weapons

  1. - Top - End - #1
    Pixie in the Playground
     
    RogueGuy

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    Default Weapons

    Just wandering if these weapon will break the game and 5e

    Arming Sword
    Type: Martial Melee
    Weigh: 3 lbs
    Price :50 gp
    Damage :1d8 slashing
    Special : Light

    Falchion
    Type:Martial Melee
    Weight:6lbs.
    Price:30 gp
    Damage:1d10 slashing
    Special:Heavy , Two handed, finesse

    Scythe
    Type: Simple Melee
    Weight: 5 lbs
    Price: 10 gp
    Damage: 1d6
    Special: Versatile(d8)

    War Scythe
    Type:Martial Melee
    Weight:10 lbs
    Price:50 gp
    Damage: 1d8
    Special: Reach, Two handed

    Spikes, Chain
    Type:Martial Melee
    Weight:6lbs
    Price:50 GP
    Damage:1d8 piercing
    Special:Heavy, Reach, Finesse

    Repeating Crossbow
    Type: Martial Range. (80/320)
    Weight:10 lbs
    Price: 150gp
    Damage: 1d8 pierce
    Special: Two handed, Heavy, Ammunition, Magazine(7) you should spend an action to reload the magazine(if you have crossbow expert feats this will only be a bonus action)
    , may attack as a bonus action without dexterity modifiers to the damage

    Blunderbuss
    Type:Martial Range(30/120)
    Weight:10 lbs
    Price:250 gp
    Damage: 2d6 bludgeon
    Special: reload, Ammunition, Heavy, Two handed
    Ammunition cost: 5 gp each weight:0.5 lbs each

    Heavy Musket
    Type:Martial Range(150/600)
    Weight:8 lbs
    Price:240 GP
    Damage:1d10 bludgeon
    Special:Heavy, two handed, reload, Ammunition
    Ammunition cost: 5 gp each weight:0.5 lbs each


    Light Musket
    Type:Martial Range(150/600)
    Weight:7 lbs
    Price: 220 GP
    Damage:1d8 bludgeon
    Special:Two Handed, Reload, Ammunition
    Ammunition cost: 5 gp each weight:0.5 lbs each


    Arquebus
    Type:Simple Range(150/600)
    Weight:7 lbs
    Price:200gp
    Damage:1d6 bludgeon
    Special: Two Handed, Reload, Ammunition
    Ammunition cost: 5 gp each weight:0.5 lbs each


    Matchlock Pistol
    Type:Simple Range(30/120)
    Weight: 2lbs
    Price: 200gp
    Damage:1d6 Bludgeon
    Special:reload, light, Ammunition
    Ammunition cost: 5 gp each weight:0.5 lbs each

    Ninjato
    Type:Martial Melee
    Weight:2 lbs
    Price:30 gp
    Damage:1d6 slashing
    Special: Versatile(d8), finesse

    Suriken
    Type:Martial melee
    Weight:0.1 lbs
    Price:1 gp
    Damage:1d4 slashing
    Special:thrown(30/120), finesse

    Kurigama
    Type:Martial Melee
    Weight:7lbs
    Price: 50 gp
    Damage: 1d6 slash/1d6 bludgeon
    Special:finesse, reach,Two handed, double weapon(1d4 slashing/1d4 piercing)[cannot use reach while in double weapon mode]

    Sai
    Type:Martial Melee
    Weight:2lbs.
    Price:50 gp
    Damage:1d4 piercing
    Special: Finesse, Defense, Light

    Tonfa
    Type:Martial Melee
    Weight:2lbs.
    Price:50 gp
    Damage:1d4 bludgeon
    Special: Finesse, Defense, Light

    Bo Staff
    Type:Martial Melee
    Weight:5lbs
    Price:20GP
    Damage:1d8 Bludgeon
    Special:Heavy, Finesse, Double weapon(1d6 Bludgeon/1d6 Bludgeon), Two handed

    Numchuck(Chaku)
    Type:Martial Melee
    Weight:2lbs
    Price:20gp
    Damage:1d6 bludgeon
    Special:Finesse, Light

    Chain Whip
    Type:Martial Melee
    Weight:2lbs
    Price:20gp
    Damage:1d4 bludgeon or Piercing
    Special: Finesse, reach, Defense

    **Defense: when you do the dodge action you gain +1 bonus to armor class per weapon with defense your wielding to a maximum of 2
    Last edited by tarlison2k1; 2019-06-24 at 10:59 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Composer99's Avatar

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    Default Re: Weapons

    Quote Originally Posted by tarlison2k1 View Post
    Just wandering if these weapon will break the game and 5e
    Some of them may well be overpowered, or at least a little overtuned, but I rather doubt "break the game" is a risk.

    Just as a general nitpick, ranged weapons that use ammunition have their ranges following the ammunition property, the way thrown weapons have them following the thrown property.

    Quote Originally Posted by tarlison2k1 View Post
    Arming Sword
    Type: Martial Melee
    Weigh: 3 lbs
    Price :50 gp
    Damage :1d8 slashing
    Special : Light
    1d8 is a little high for light weapons.

    Quote Originally Posted by tarlison2k1 View Post
    Scythe
    Type: Simple Melee
    Weight: 5 lbs
    Price: 10 gp
    Damage: 1d6
    Special: Versatile(d8)
    This is fine.

    Quote Originally Posted by tarlison2k1 View Post
    War Scythe
    Type:Martial Melee
    Weight:10 lbs
    Price:50 gp
    Damage: 1d8
    Special: Reach, Two handed
    This is fine.

    Quote Originally Posted by tarlison2k1 View Post
    Repeating Crossbow
    Type: Martial Range. (80/320)
    Weight:10 lbs
    Price: 150gp
    Damage: 1d8 pierce
    Special: Two handed, Heavy, Ammunition, Magazine(7), may attack as a bonus action without dexterity modifiers to the damage
    Actually might not be enough damage for a two-handed heavy weapon, but I guess you're trying to account for the bonus action attack. You should probably specify that you have to spend an action reloading the magazine or something.

    Quote Originally Posted by tarlison2k1 View Post
    Blunderbuss
    Type:Martial Range(30/120)
    Weight:10 lbs
    Price:250 gp
    Damage: 2d6 bludgeon
    Special: reload, Ammunition, Heavy, Two handed
    Ammunition cost: 5 gp each weight:0.5 lbs each
    ... wait, is that 5 gp per piece of ammunition? By "reload", I believe you mean it has the Loading property.

    Anyway, this is fine.

    Quote Originally Posted by tarlison2k1 View Post
    Matchlock Pistol
    Type:Martial Range(30/120)
    Weight: 2lbs
    Price: 200gp
    Damage:1d6
    Special:reload, one handed, light
    Same comment about "reload" as with the blunderbuss. "One handed" is not a weapon property in 5e, it's the default for weapons unless they're two-handed. This is fine.

    Quote Originally Posted by tarlison2k1 View Post
    Ninjato
    Type:Martial Melee
    Weight:2 lbs
    Price:30 gp
    Damage:1d6 slashing
    Special: Versatile(d8), finesse
    This is fine.

    Quote Originally Posted by tarlison2k1 View Post
    Suriken
    Type:Martial melee
    Weight:0.1 lbs
    Price:1 gp
    Damage:1d4 slashing
    Special:thrown(30/120), finesse
    Shouldn't this also be light?

    Quote Originally Posted by tarlison2k1 View Post
    Kurigama
    Type:Martial Melee
    Weight:7lbs
    Price: 50 gp
    Damage: 1d4 slash/1d4 bludgeon
    Special:finesse, reach(bludgeon only), double weapon(lose reach when use this way), Two handed
    I think I know what you mean by "double weapon", but it's not a defined 5e term, at least not in the PHB/SRD. (I think some monster in Mordenkainen's Tome of Foes has something like a double weapon?)

    So just so I'm clear: Do you mean you can use both ends of the weapon with two-weapon fighting? Or do you mean when you make a weapon attack with it, you can either use it with reach and deal only bludgeoning damage or use it without reach and deal both types of damage?
    ~ Composer99

    D&D 5e Campaign:
    Adventures in Eaphandra

    D&D 5e Homebrew:
    This can be found in my extended homebrew signature!

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    RogueGuy

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    Default Re: Weapons

    Quote Originally Posted by Composer99 View Post
    Some of them may well be overpowered, or at least a little overtuned, but I rather doubt "break the game" is a risk.

    Just as a general nitpick, ranged weapons that use ammunition have their ranges following the ammunition property, the way thrown weapons have them following the thrown property.



    1d8 is a little high for light weapons.



    This is fine.



    This is fine.



    Actually might not be enough damage for a two-handed heavy weapon, but I guess you're trying to account for the bonus action attack. You should probably specify that you have to spend an action reloading the magazine or something.



    ... wait, is that 5 gp per piece of ammunition? By "reload", I believe you mean it has the Loading property.

    Anyway, this is fine.



    Same comment about "reload" as with the blunderbuss. "One handed" is not a weapon property in 5e, it's the default for weapons unless they're two-handed. This is fine.



    This is fine.



    Shouldn't this also be light?



    I think I know what you mean by "double weapon", but it's not a defined 5e term, at least not in the PHB/SRD. (I think some monster in Mordenkainen's Tome of Foes has something like a double weapon?)

    So just so I'm clear: Do you mean you can use both ends of the weapon with two-weapon fighting? Or do you mean when you make a weapon attack with it, you can either use it with reach and deal only bludgeoning damage or use it without reach and deal both types of damage?
    When it uses reach you can only use the bludgeon head, since I think they normally dont throw the sickle part, yup you can use both end for two weapon fighting but when you do, you cannot use the reach special ability, as for the reloading yes you need two hands to reload , but the pistol you can fire it using one hand but still need two hands in reloading
    Last edited by tarlison2k1; 2019-06-20 at 07:36 AM.

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    Bugbear in the Playground
     
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    Default Re: Weapons

    I see there are some new firearms.

    Quote Originally Posted by tarlison2k1 View Post

    Heavy Musket
    Type:Martial Range(150/600)
    Weight:8 lbs
    Price:240 GP
    Damage:1d10 bludgeon
    Special:Heavy, two handed, reload, Ammunition
    Ammunition cost: 5 gp each weight:0.5 lbs each


    Light Musket
    Type:Martial Range(150/600)
    Weight:7 lbs
    Price: 220 GP
    Damage:1d8 bludgeon
    Special:Two Handed, Reload, Ammunition
    Ammunition cost: 5 gp each weight:0.5 lbs each


    Arquebus
    Type:Simple Range(80/320)
    Weight:7 lbs
    Price:200gp
    Damage:1d8 bludgeon
    Special: Two Handed, Reload, Ammunition
    Ammunition cost: 5 gp each weight:0.5 lbs each
    These seem fine. Arquebus damage might be a bit high for a simple weapon?

    On to your follow-ups about the Matchlock Pistol and Kurigama.

    Quote Originally Posted by tarlison2k1 View Post
    Matchlock Pistol
    Type:Martial Range(30/120)
    Weight: 2lbs
    Price: 200gp
    Damage:1d6
    Special:reload, one handed, light
    Quote Originally Posted by Composer99 View Post
    Same comment about "reload" as with the blunderbuss. "One handed" is not a weapon property in 5e, it's the default for weapons unless they're two-handed. This is fine.
    Quote Originally Posted by tarlison2k1 View Post
    as for the reloading yes you need two hands to reload , but the pistol you can fire it using one hand but still need two hands in reloading
    Your point being? If you only need one hand to fire the weapon, then as I wrote you don't need an explicit "one handed" property - it's redundant. This is basically a firearm variant of a hand crossbow, which you wield one-handed (because it lacks the "two-handed" property) and which has a restricted rate of fire (because it has the "loading" property).

    If you want to specify that you need two hands to reload a firearm weapon - that is, if you don't want characters wielding shields or weapons in their other hands when wielding firearms - then you're either defining a new weapon property, which I guess would be "reload", or you just spell it out.


    Quote Originally Posted by tarlison2k1 View Post
    Kurigama
    Type:Martial Melee
    Weight:7lbs
    Price: 50 gp
    Damage: 1d4 slash/1d4 bludgeon
    Special:finesse, reach(bludgeon only), double weapon(lose reach when use this way), Two handed
    Quote Originally Posted by Composer99 View Post
    I think I know what you mean by "double weapon", but it's not a defined 5e term, at least not in the PHB/SRD. (I think some monster in Mordenkainen's Tome of Foes has something like a double weapon?)

    So just so I'm clear: Do you mean you can use both ends of the weapon with two-weapon fighting? Or do you mean when you make a weapon attack with it, you can either use it with reach and deal only bludgeoning damage or use it without reach and deal both types of damage?
    Quote Originally Posted by tarlison2k1 View Post
    When it uses reach you can only use the bludgeon head, since I think they normally dont throw the sickle part, yup you can use both end for two weapon fighting but when you do, you cannot use the reach special ability
    Thanks for clearing that up that it's two-weapon fighting. I have no idea what you mean by "they normally dont throw the sickle part" because I didn't write anything about throwing the Kurigama. Since it's two-weapon fighting, and since this weapon isn't light, I would then say that the damage is too low. It should be 1d6/1d6, or at the worst case 1d6/1d4.
    ~ Composer99

    D&D 5e Campaign:
    Adventures in Eaphandra

    D&D 5e Homebrew:
    This can be found in my extended homebrew signature!

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    RogueGuy

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    Default Re: Weapons

    Quote Originally Posted by Composer99 View Post
    I see there are some new firearms.



    These seem fine. Arquebus damage might be a bit high for a simple weapon?

    On to your follow-ups about the Matchlock Pistol and Kurigama.





    Your point being? If you only need one hand to fire the weapon, then as I wrote you don't need an explicit "one handed" property - it's redundant. This is basically a firearm variant of a hand crossbow, which you wield one-handed (because it lacks the "two-handed" property) and which has a restricted rate of fire (because it has the "loading" property).

    If you want to specify that you need two hands to reload a firearm weapon - that is, if you don't want characters wielding shields or weapons in their other hands when wielding firearms - then you're either defining a new weapon property, which I guess would be "reload", or you just spell it out.








    Thanks for clearing that up that it's two-weapon fighting. I have no idea what you mean by "they normally dont throw the sickle part" because I didn't write anything about throwing the Kurigama. Since it's two-weapon fighting, and since this weapon isn't light, I would then say that the damage is too low. It should be 1d6/1d6, or at the worst case 1d6/1d4.
    Actually I was thinking that they just carry multiple guns like pirate do and just drop a gun after firing and draw another, also since pistols are easier to conceal than hand crossbow., it could be a good assassin weapon that is until it fires😊I'm also thinking about dual wielding it then fire then drop.it and change to.some melee weapon then charge
    Last edited by tarlison2k1; 2019-06-20 at 10:27 PM.

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    Pixie in the Playground
     
    RogueGuy

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    Default Re: Weapons

    Quote Originally Posted by Composer99 View Post
    I see there are some new firearms.



    These seem fine. Arquebus damage might be a bit high for a simple weapon?

    On to your follow-ups about the Matchlock Pistol and Kurigama.





    Your point being? If you only need one hand to fire the weapon, then as I wrote you don't need an explicit "one handed" property - it's redundant. This is basically a firearm variant of a hand crossbow, which you wield one-handed (because it lacks the "two-handed" property) and which has a restricted rate of fire (because it has the "loading" property).

    If you want to specify that you need two hands to reload a firearm weapon - that is, if you don't want characters wielding shields or weapons in their other hands when wielding firearms - then you're either defining a new weapon property, which I guess would be "reload", or you just spell it out.








    Thanks for clearing that up that it's two-weapon fighting. I have no idea what you mean by "they normally dont throw the sickle part" because I didn't write anything about throwing the Kurigama. Since it's two-weapon fighting, and since this weapon isn't light, I would then say that the damage is too low. It should be 1d6/1d6, or at the worst case 1d6/1d4.
    Thanks you been a good help😊

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    Default Re: Weapons

    Quote Originally Posted by Composer99 View Post
    ... wait, is that 5 gp per piece of ammunition?
    I completely endorse black powder being expensive in a low-tech world like a standard D&D setting. Also, I'd suspect that there are extra unwritten rules about black powder weapons, ranging from "loud as the 9 Hells" to "can't be used in the rain" to "sometimes explodes". I've written a long boring post about how ridiculous much damage conventional firearms would do compared to bows and crossbows. I will assume these weapons were built to be balanced around other existing weapons, rather than for the sheer chivalry-murdering features of the first practical firearms.

    Everything you said I agree with, including the repeating crossbow.

  8. - Top - End - #8
    Pixie in the Playground
     
    RogueGuy

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    Default Re: Weapons

    Quote Originally Posted by Breccia View Post
    I completely endorse black powder being expensive in a low-tech world like a standard D&D setting. Also, I'd suspect that there are extra unwritten rules about black powder weapons, ranging from "loud as the 9 Hells" to "can't be used in the rain" to "sometimes explodes". I've written a long boring post about how ridiculous much damage conventional firearms would do compared to bows and crossbows. I will assume these weapons were built to be balanced around other existing weapons, rather than for the sheer chivalry-murdering features of the first practical firearms.

    Everything you said I agree with, including the repeating crossbow.
    Thanks for the input 😊 but loud as it might be I think they might be good assassin.weapons that is until they fire considering they are a lot easier to hide even when loaded ,
    Last edited by tarlison2k1; 2019-06-21 at 10:48 PM.

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    Default Re: Weapons

    Rewriting the Double-Bladed Scimitar's special property as "double weapon" isn't a bad idea. But you should probably clarify exactly how you're handling it.

    I'm going to suggest writing it as "Double Weapon(Damage Type)," in the weapon's properties. So a Double-Bladed Scimitar grants "Double Weapon(Slashing)," while the polearm master feat lets you treat a glaive, halberd, or quarterstaff as having the "Double Weapon(Bludgeoning)," property. Please note the damage is necessarily d4 when written this way.

    Quote Originally Posted by Breccia View Post
    I completely endorse black powder being expensive in a low-tech world like a standard D&D setting. Also, I'd suspect that there are extra unwritten rules about black powder weapons, ranging from "loud as the 9 Hells" to "can't be used in the rain" to "sometimes explodes". I've written a long boring post about how ridiculous much damage conventional firearms would do compared to bows and crossbows. I will assume these weapons were built to be balanced around other existing weapons, rather than for the sheer chivalry-murdering features of the first practical firearms.
    What would your verdict be on making firearms noticeably stronger than other ranged weapons, but too slow to reload during a single encounter? I'd also be grateful if you could tell me where to find that post, as I'm very interested in finding a way to balance the chivalry murdering features with playability.

    Quote Originally Posted by tarlison2k1 View Post
    Thanks for the input 😊 but loud as it might be I think they might be good assassin.weapons that is until they fire considering they are a lot easier to hide even when loaded ,
    In one of the legends about the warring states period in japan this exact thing happened to Oda Nobunaga, although he survived the attempt.

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    Pixie in the Playground
     
    RogueGuy

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    Default Re: Weapons

    Quote Originally Posted by sandmote View Post
    Rewriting the Double-Bladed Scimitar's special property as "double weapon" isn't a bad idea. But you should probably clarify exactly how you're handling it.

    I'm going to suggest writing it as "Double Weapon(Damage Type)," in the weapon's properties. So a Double-Bladed Scimitar grants "Double Weapon(Slashing)," while the polearm master feat lets you treat a glaive, halberd, or quarterstaff as having the "Double Weapon(Bludgeoning)," property. Please note the damage is necessarily d4 when written this way.



    What would your verdict be on making firearms noticeably stronger than other ranged weapons, but too slow to reload during a single encounter? I'd also be grateful if you could tell me where to find that post, as I'm very interested in finding a way to balance the chivalry murdering features with playability.



    In one of the legends about the warring states period in japan this exact thing happened to Oda Nobunaga, although he survived the attempt.
    I guess he must have miss the vital points

  11. - Top - End - #11
    Pixie in the Playground
     
    RogueGuy

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    Default Re: Weapons

    Quote Originally Posted by sandmote View Post
    Rewriting the Double-Bladed Scimitar's special property as "double weapon" isn't a bad idea. But you should probably clarify exactly how you're handling it.

    I'm going to suggest writing it as "Double Weapon(Damage Type)," in the weapon's properties. So a Double-Bladed Scimitar grants "Double Weapon(Slashing)," while the polearm master feat lets you treat a glaive, halberd, or quarterstaff as having the "Double Weapon(Bludgeoning)," property. Please note the damage is necessarily d4 when written this way.



    What would your verdict be on making firearms noticeably stronger than other ranged weapons, but too slow to reload during a single encounter? I'd also be grateful if you could tell me where to find that post, as I'm very interested in finding a way to balance the chivalry murdering features with playability.



    In one of the legends about the warring states period in japan this exact thing happened to Oda Nobunaga, although he survived the attempt.
    I figured out the double weapon the damage goes down one step in both side once use in dual wielding example a double sword that does 1d8 slashing each obviously using two hands, once he change to dual wield mode each side Wil only do 1d6 slashing each hand

    Dual Schimitar
    Martial melee
    Weight:4lbs
    Damage: 1d8 slashing/1d8 slashing
    Special:Heavy, Finesse, double weapon(1d6 slash/1d6 slash), Two handed
    Last edited by tarlison2k1; 2019-06-22 at 08:58 AM.

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    Default Re: Weapons

    Quote Originally Posted by tarlison2k1 View Post
    I guess he must have miss the vital points
    The story goes the bullet was blocked by his armor, so technically his AC was too high.

    Quote Originally Posted by tarlison2k1 View Post
    I figured out the double weapon the damage goes down one step in both side once use in dual wielding example a double sword that does 1d8 slashing each obviously using two hands, once he change to dual wield mode each side Wil only do 1d6 slashing each hand

    Dual Schimitar
    Martial melee
    Weight:4lbs
    Damage: 1d8 slashing/1d8 slashing
    Special:Heavy, Finesse, double weapon(1d6 slash/1d6 slash), Two handed
    I feel I should point out there's already a published version of that weapon: This should be an okay link.

    Although your version looks to be balanced okay. It just lets you swap between rapier damage and dual wielded scimitar damage on the fly.

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    Default Re: Weapons

    Quote Originally Posted by sandmote View Post
    The story goes the bullet was blocked by his armor, so technically his AC was too high.



    I feel I should point out there's already a published version of that weapon: This should be an okay link.

    Although your version looks to be balanced okay. It just lets you swap between rapier damage and dual wielded scimitar damage on the fly.
    Thanks , anyway Japanese armor in the old were designed to resist bullets ,but I guess if you were to be hit by a whole squad or a the old gattling gun, you will still die of blunt force trauma

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