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@jozefkozon45202 жыл бұрын
Good job. Especialy Sinse WotC tend to nerd over spells, and treet marshal stuff as afterthot. I also started recently doing sometching symilar, however I'm using real life egzamples as my baseline, insted of the rules of concurent 5e, becouse it is just sad, if if our modern olimpics level (Arguably 9 or 10 lovel in game) dwarfs level 20 no magic marshals several times over. My focus is on class baseline itself and scaleing of atributes.
@T33NYN32 жыл бұрын
What level of patron do I need to be to access this pdf?
@rayswift5711 Жыл бұрын
@@T33NYN3 second
@Stone_Orchids Жыл бұрын
I expected something mediocre and I was not dissappointed
@Calebgoblin3 жыл бұрын
This might be my most wanted content from the coach. Weapons and armor feel so lackluster to me in 5e, like there is no real elegance, no blend of agency and optimization
@TheDungeonCoach3 жыл бұрын
Thanks Caleb! I feel like weapons and armor are a HUGE part of the game and definitely felt flat to me :)
@crankysmurf3 жыл бұрын
WotC decided to drop a lot of supplemental rules from 3.5E to make 5E more streamline and accessible -- previous editions' weapons and armour had more variety and options. If anything, 5E is more like OD&D than 1E to 4E rules, which gave players more options with skills, feats, armour and weapons.
@EVER_PRINCE3 жыл бұрын
I actually created a secondary attack method for all weapons as well as a special property for every weapon. For example Long Swords have a alternate attack of a lunging attack of a 1d4 as a bonus
@Johnny0Masters2 жыл бұрын
I went a similar route aswell, adding an extra contextual something to use with a bonus action. I feel It adds options and use for everyone specially non-optimizers so nobody wastes a bonus action while not making existing features more powerful.
@gerritiglejansma57192 жыл бұрын
keep in mind with how many class/skill etc features are currently in the game doing an extra 1d4 would be useless most of the time over class abilities
@EVER_PRINCE2 жыл бұрын
@@gerritiglejansma5719 the example Of the Longsword attack was meant to be a special ability where you can make this melee attack and gain -2 Armour penetration (meaning Critical Hit ratio increases) as Long Sword lunges were meant to do exactly that against Armour
@deaneb-w48523 жыл бұрын
The Dark Eye system has a much better weapon system, but of course its much more crunchy than 5e. Dark Eye also has a great condition system. Oh those crunchy crunchy Germans.
@jasonbarnett95653 жыл бұрын
I really like these ideas. However, I'm hesitant to add too many rules on top of 5e. I've played since the original D&D basic version. IMO, 3.5 was the best edition of D&D, but it was too rules-heavy; leading to long combat sessions. 5e is a good balance of rules and game speed. Still, I like the idea of fixing the broken weapon system, just in a simpler way. Maybe bring back speed factor (AD&D)... I'm kidding
@johnathanrhoades77513 жыл бұрын
Speed factor definitely did NOT speed up gameplay 😄
@peatmoss49463 жыл бұрын
@@johnathanrhoades7751 help sometime who goes first....last...some middle .
@MedievalFantasyTV3 жыл бұрын
Speed factor is unironically one of my favorite rules. I use it on my table. Makes weapons distinct.
@jasonbarnett95653 жыл бұрын
@@MedievalFantasyTV It does. It just becomes cumbersome for many DMs. If I recall correctly, speed factor was applied as an initiative modifier. If used in that way, switching weapons during combat would shift the character's initiative order. That concept can be a handful for less experienced DMs. It reminds me of keeping track of initiative in 3e based on varying conditions.
@thecharmer59813 жыл бұрын
There are speed factor rules in D&D 5e that alter initiative based on what you’re doing, but they are simple and optional in the DMG
@NobodyDungeons3 жыл бұрын
I would add feats that allows a person to specialize in a specific weapon, so if you want to say specialize in the great axe you can get certain benefits only while wielding a great axe.
@TheDungeonCoach3 жыл бұрын
I totally see that, kinda like a "super proficiency" I see it
@NobodyDungeons3 жыл бұрын
@@TheDungeonCoachKinda, but it is meant to represent your training and mastery over one specific type of weaponry an expertise your you could say.
@Battleguild3 жыл бұрын
The Executioner: Requirement: Proficiency with Great Axes - Whenever you attack and hit a creature that is prone, add an additional weapon damage die. - You gain an additional 2 bonus damage against humanoids when you hit them with your Great Axe. - You have advantage on Intimidation (charisma) checks while you are wielding a Great Axe.
@dxgypsyful3 жыл бұрын
This is just one of the reasons I miss 2e.
@neisan923 жыл бұрын
It would be even cooler if taking a feet gave you expertise in that weapon type. Like a Warhammer user adding double or even just half prof on hit chance. or maybe just build that into the feat as a flat "+ whatever+ to hit if that's too OP. + what ever to hit if that's too OP. It's Odd to me that you can gain expertise in skills and some tools, but not is weapons.
@BushSage Жыл бұрын
I like giving weapons like swords two profiles. One for Slashing which is much more consistent, and one for piercing which has a higher crit chance.
@angryman24063 жыл бұрын
Dude I like this a lot. It's just crunchy enough to give you some flexibility but light enough to remember on the fly. Nice!
@mosthvaathe5473 жыл бұрын
I love using extra reasons to hold certain weapons. The only downside here is keeping track, I see a lot of players forgetting about these. But that’s only a minor issue I think.
@FrostSpike3 жыл бұрын
I like the idea of this, but I suspect it'd be quite a lot of overhead to manage especially in large combats when everyone (including the "monsters") were using weapons modded like this - this sort of thing was in 1e and 2e (to a lesser extent) with weapons types vs. armor modifiers and most people dropped it as it was just too cumbersome to run. With all of these additional rules - and I do like crunch - the sort of audience for them might be interested in looking at how Mythras (the old RQII rules) works where this simulationist feel is baked into a gametested ruleset and put into a D&D world with the Classic Fantasy add-on.
@rayswift5711 Жыл бұрын
I agree about the managing part. However, I wouldn't give my monsters these items properties. Instead, I would find other, more basic ways to toughen 'em up (more HP, stronger attacks) and leave the players the job of following the special rules. I don't think that's a lot for a martial class, if we compare them to casters, and it does add fun for the players. Naturally, I would ask the players if they want this first.
@SophiaAphrodite10 ай бұрын
Make damage type feats instead. So only bosses could have it
@letskatedawg3 жыл бұрын
i would allow hammer wielders to also gain the bonus damage against creatures with carapace or natural plate-like armor i.e. crocodiles, large insects, etc.
@DDCRExposed3 жыл бұрын
I certainly like the crit effects based on the weapon type. Neat!
@pedrofigueiredo95083 жыл бұрын
I follow your channel for a while now and just searched for this topic. Surprise, surprise! A new video was released 8 hours ago. Great work!
@LordOz33 жыл бұрын
Every time I think about doing something like this, it falls back to the see-saw of crunch versus complicating (and slowing gameplay). As a DM, I learned to hate bleeds after I gave a character a weapon that inflicted them. It was one more thing to keep track of, one more thing to note every round which took time (he liked to tag as many targets as possible with the bleed effect), ugh. I like the notion of types of weapons having different crit effects, the trick would be to keep it from being a hassle to remember and adjudicate in play. Now to check out the armor video you mentioned, as I also think armor is boring.
@crankysmurf3 жыл бұрын
The armor system was in 3.5E already. WotC simplified rules, especially from 3.5E because it was getting cumbersome with all the stack modifiers. My issue with Dungeon Coach is that he admits he has never played 3.5E/Pathfinder because if he had he would know that a lot of the homebrew rules he presents are just older 3.5E rules that WotC decided to drop to make 5E more streamline and accessible. If you want more options check out the 3.5E SRD.
@swaghauler83343 жыл бұрын
Check out how The Design Mechanism's MYTHRAS handles Special Effects. You are right about Bleeds being a major pain. I like RuneQuest's method of Impales and Slashes where the weapon got stuck in the body and could be left there to inflict added damage whenever the target moved. This would also deprive the attacker of their weapon (unless they did a STR check to pull it back out) so everyone carried a spear, sword or axe, and a dagger just in case. It's a good thing that those effects occurred on a special roll (usually 20% of what was needed to hit), so they didn't happen all the time.
@KaleDavid3 жыл бұрын
I'm here for it coach! We're putting a lot of the PDF into a couple of my games! =)
@TheDungeonCoach3 жыл бұрын
That’s awesome! Makes my day when I hear stuff like that!
@albiegato3 жыл бұрын
If you categorize all the weapons in the PHB, you can get 11 categories: - Clubs - Axes - Blades/Swords - Hammers - Polearms - Whips - Nets - Crossbows - Bows - Slings - Darts I also like the idea of when a character gets a weapon proficiency, they get proficiency for a weapon category instead of just one weapon (e.g. gain proficiency for martial hammers when you already have proficiency for simple hammers).
@sanderpio82343 жыл бұрын
You can also read more of the 2nd ed. Weapon options. There also speed is different per weapon. Like slashing with a big sword takes more time than stabbing with a dagger. Also look for ‘bloodied’ in 4th ed. With some more options i realIy liked. Keep on going with this great video’s.
@snarkback2 жыл бұрын
It kind of balances the thought needed for martial characters as spell casters and opens up their utility imo.
@draconino28643 жыл бұрын
I like this! It allows Martial characters to have options, not just spellcasters! I usually give whips and chains the ability to grapple a target on a hit (allows players to use it in combat)
@TheDungeonCoach3 жыл бұрын
Ive made spell caster videos and martials would always complain lol... I was like WAIT, I have something in the works!! now here it is :)
@elmsigreen3 жыл бұрын
I think the whips and chains should give some sort of excitement condition
@draconino28643 жыл бұрын
@@elmsigreen they will now give the charmed condition for 1 round
@achimsinn77823 жыл бұрын
IMO if you do a system where the different damages like bludeoning, piercing and slashing are more distinct from each other. gicing swords the property of being able to deal two types of damage could be an interesting trade. Players might want to pick swords over axes because of the additional versatility. I personally would also make different types of armor have resistance against either bludgeoning, piersing or slashing damage - that alone would add a lot of tactics to the choice of weapons as the players then would need to consider the armor of their opponents.
@przemysawjozwiak1443 жыл бұрын
For me lots of weapons should have the same attack but with different outcomes. Like when you hit sword and hammer in full plate armor then sword should have disadvantage with critical roll and hammer add some wound from crashing piece of armor
@Punintelligent3 жыл бұрын
Glad I stumbled across your channel. I agree with your opinions and most of your fixes. I personally find D&D 5e so lacking that I designed my own ttrpg that uses very similar concepts to what you have explained here, but from the start instead of tacking onto an existing combat system. I'll check out your armor video and see how similar our concepts are on that topic.
@therealshadow993 жыл бұрын
*Giggles* I just did a massive armor and weapons overhaul for my custom campaign world. Including some fun options for whips, chains (kusari), rope darts, and meteor hammers which gain the ability to do special actions usually requiring a specific subclass of fighter (entangle, disarm, sweep, etc). It also added in things like using your reaction to block attacks with shields. This is actually things we were doing back in 3.5, but 5e doesn't have.
@TheDungeonCoach3 жыл бұрын
We’re synced up then! I love it!
@schylerfontenot73583 жыл бұрын
Oh heck yeah, been waiting for this! This weapon system was such an awesome thing to work on too, awesome how this made items feel so cool and different
@scetchmonkey0073 жыл бұрын
Bows have the best Passive, damage bonus at 30ft away or greater. You can do that everyone round as long as you have space to move. Hammers are the best melee weapon bonus since there are many ways to exploit the prone condition to get the extra bonus, or just metal armor. but all these cool new bonuses just makes the martial classes even better at dealing damage, specifically the fighter since these are bonus to damage per attack and fighters get the most attacks.
@bonusactionheroes2 жыл бұрын
For me damage wasn't the issue and I'm nervous about adding more. It was about options in combat and tactics beyond just positioning
@thedragonknight36003 жыл бұрын
Please tell me whips allow you to force the opponent to make a strength saving throw or be disarmed. That would be so damn cool.
@swaghauler83343 жыл бұрын
Use that as it's Crit. On a roll of 20 OR 10+ over the chance to hit, either DISARM or ENTANGLE the target (giving DISADVANTAGE until they break free).
@stevenle99602 жыл бұрын
I think the bleed effect should do a die of weapon damage per round instead of 1d4. It makes sense for more damaging weapons to inflict larger wounds that bleed more
@matthewhtaylor679 Жыл бұрын
aren't 5e characters superpowered enough already? They need to do stacking full damage dice every round? Come on man. Variant rules need to take the wind out of PC sails a little, not make them more godlike.
@williamgoyette517 Жыл бұрын
@@matthewhtaylor679 I mean, martials need some pumping up. I’m here for it.
@matthewhtaylor679 Жыл бұрын
@@williamgoyette517 No. Non-Martials need some deflating 5e turns the player characters into super heroes. All classes across the board are way too damn powerful.
@Gerwulf5693 жыл бұрын
I've had the same complaints about weapons for years. My players are scattered around the world a bit, so we use roll 20 for now. I may allow piercing or slashing on that, since they can make two attacks and just click the pierce or slash version. In a face to face game I'd probably default to slash unless they told me ahead of time. Or maybe let them choose.
@luke_of_astora3 жыл бұрын
I recommend making the switch to foundryVTT if you're paying for roll20. Same price, better features, and it's not a subscription.
@ixelhaine3 жыл бұрын
Nice. I give flail type weapons the ability to ignore ½ cover, which I implemented alongside giving shield users the ability to use their Bonus Action to give themselves ½ cover.
@TheGLfilms3 жыл бұрын
This is so smart! I will be adding this to my campaign! Thank you!
@TheDungeonCoach3 жыл бұрын
Thanks for that dude! I try to make the best stuff I can :)
@jeffreyseamons55143 жыл бұрын
Maybe you could have a feat that lets swords do both piercing and slashing damage, as well as choose what kind of critical they want. It still has the same problems as you mentioned, but this way the player has to make an intentional choice during their character design, so rather than just being a base feature of swords, it implies that the character is so well trained at the store they can use it for multiple damage types.
@przemysawjozwiak1443 жыл бұрын
Maybe player should choose what damage he want to make if the weapon allows it. For example you can cut throat with rapier but you can't cut off head. For sword cutting only throat would need precision
@nicklazaroo3 жыл бұрын
Love love love. Please release the ranged weapon tweaks!
@deathclawproductions6723 Жыл бұрын
Watched this video multiple times and I love the general concept of it with giving different weapons different purposes. My favorite idea is the Special Actions/Active Effects for the different weapons where on a hit you can choose to forgo your extra attacks to gain some sort of combat benefit in exchange for some damage. I like the ideas you came up with for the other weapons and decided to write them down, although right now I’m having some problems coming up for something for spears without it overlapping with the other weapon types or enchantments I’ve found for them. I’m currently thinking about getting the PDF since it looks interesting and this far I like most of the ideas you’ve came up with. Keep up the great work!
@steverennie57873 жыл бұрын
Another fantastic video Coach... question though: You mention this guy's PDF and go on to talk about it. But you kinda said the name really fast (sounded like "Galder's Gazetteer") but when I searched for it... can't find it. Maybe you could link it, or at least the correct spelling so we could try to look it up? Thanks Coach. You're awesome!
@TheDungeonCoach3 жыл бұрын
www.drivethrurpg.com/product/354825/Galders-Gazetteer Good call! I am putting it in now!
@synmad36383 жыл бұрын
Your design style is so cool man I'd love to see you work in the design team of a ttrpg
@TheDungeonCoach3 жыл бұрын
Maybe one day! Ill die if I ever get a call from WotC
@markmurex65593 жыл бұрын
Thanks for the new ideas. While I never copy these directly, they always get my creative juices flowing for my Homebrew game.
@yiklongtay60292 жыл бұрын
From a realism standpoint, I'd argue that the slashing and piercing critical effects should be swapped. Assuming a sword thrust and cut/slash is both done perfectly, thrusts are more lethal letting people bleed out over time. But people can hold it together for a little longer because of adrenaline. Slashes have a higher likelihood of disabling and defeating opponents immediately due to possibly severing arteries or tendons. So I would assume that piercing damage causes lingering internal bleeding and the Bleeding condition while slashing damage would cause the Impared condition.
@kappascrolls64953 жыл бұрын
Don't forget to like, I do be wanting those ranged weapon shenanigans in a video!!
@ShardsOfNarsil233 жыл бұрын
This is great work, and it's funny how similar it is to the weapon mechanics I've been developing this past couple weeks for my home made D20 system. Great minds think alike. It's a strong feeling of confirmation for the different feels these different damage types would have. Love your videos!
@JagIzMoo3 жыл бұрын
Oooo was looking for something like this!
@ChristianSteinheimer2 жыл бұрын
Hey Mr. Dungeon Coach! I just found your channel while searching for a mechanic problem solution for my own ttrpg and man, I kinda feel obsolete in my designing now that I see your 5e reworks. Some of my my ideas and yours match up pretty perfectly and others don't (I'm not designing around a d20 system), but I 100% like your approach and will definitely use some of your reworks in my 5e campaigns until my system ready for play testing! Keep up the good work!
@z-manwuvsgirrafes364611 ай бұрын
Ive been working on a martial overhaul myself, and i love a lot of these ideas. So far ive decided to make all the different damage types have different effects (slashing causes bleed against low AC enemies, bludgeoning deals consistent damage against high AC enemies, piercing does more damage overall), weapons scale with both STR and DEX to different degrees (think parameter bonuses in Dark Souls), and every weapon gets an attack tied to size (light, medium, heavy) and a unique weapon specific attack. I love giving martials depth and overall better performance
@zreiser3 жыл бұрын
This is something I've been thinking about and trying to figure out for ages, so thank you! Definitely buying this.
@TheDungeonCoach3 жыл бұрын
Hope you enjoy it! That means a lot to me
@frederickcoen78623 жыл бұрын
One of my players brought this video to my attention. I was just working on a similar project, to add special moves to each weapon. MY angle, though, to not recreate *basic* combat for those who like the 5e simplicity, is to make these extra effects *learned* items. Not feats - as you said, too much of a commitment to one weapon - but more like a wizard's spell-learning or maybe picking up a new Tool Prof. So, using an example from your video, an axe's "cause bleeding wounds" would be a "martial skill" the fighter might choose to learn over his next downtime (while the wizard is creating a spell and the rogue is out pilfering for pocket change). After learning this skill, the fighter can now cause bleeding wounds with his axe. But, I as DM don't have to also remember which goblins have axes and start applying bleeding wounds everywhere. (Unless it's "Grobnar the Berserker Goblin", a named/elite/boss monster, for example.) I will point out that Pathfinder - and especially Pathfinder 2! - has a multitude of weapon characteristics that make every weapon unique mechanically...
@frederickcoen78623 жыл бұрын
I pitched my idea to my *players*, all excited about my new brainchild.... and they didn't like it. Instead, we went with a few selectable special effects on Critical Hits, and borrowed "Exceptional Hits" from Pathfinder (hit by 10+). Blunt weapons daze the target on a 10+ hit (lose reaction, get only Action on next turn), piercing weapons cause disadvantage on the next roll, and slashing weapons cause "Ongoing bleed damage equal to your proficiency bonus" (until bandaged with a Med DC 10, or heal with magic or a CON save). Critical hits do this, plus either RAW extra damage or a selectable bonus Stunt from a short list based on your weapon. Blunt stunts tend to knockback or break stuff; slash stunts cause disabling wounds like hamstringing or crippling a limb, and piercing stunts include pinning the target to something, or impaling them and leaving the weapon stuck in.
@andynonimuss6298 Жыл бұрын
With a sword, you could hit someone with the flat of the blade or the pommel for bludgeoning damage.
@eafigarella3 жыл бұрын
Awesome !! I always tweak weapons and stuff in combat as well, i think one wrote about the momentum gained with dual wield special swords. Weapons NEED to have advantages and stuff. I always was fan of mauls, dual swords and flails. But are there any changes about how combat goes because of that? This here is what you need. I like the hammers to stagger targets, axes may break shields, sword wielders are a bit harder to hit, etc.
@nicholasjonas25052 жыл бұрын
Here's an idea. Make weapons do more dammage overal. Realisticly, it takes 1-2 strikes to kill a human. All weapons can either cause bleeding, internal bleeding, cut tendons or broken bones. Depends on what dammage they do. Bleeding does flat 4 dammage per enemies' turn, however a simple bandage will stop it. Internal bleeding does flat 2 dammage per enemies' turn, however it requires surgery or magic to heal. Cut tendons and broken bones will both make a limb useless, causing disatvantages. Tendons can be repaired with simple stitches, broken bones will need a splint for 3 days. Some weapons can take off limbs outright or hook a person. Ex. An axe. Gambisons will only protect against blugeoning and cutting. Chainmail will only protect against cutting dammage. Platemail will protect againt all dammage however a dexterity saving throw will pierce a joint gap. Overheating will be a serious threat. Have players make a constitution check or overheat themselves. All one handed weapons can be thrown. All two handed weapons make double dammage of one handed weapons. All polearms will have at least 6 feat of range. Ranges vary per weapon. Small weapons such as knifes, batons, tonfas, nuckledusters, etc will have a stealthy functionality. For example. If players need to sneak knifes past guards, they have a 1/4 chance of being caught. Smaller weapons, smaller chances of being caught. All weapons with more than one will have multiple dammage amounts. Example: a longsword can be gripped by the blade and used as a makeshift blugeon. It can be thrown like a javalin. It can be gripped upside down under the crossguard and used as a makeshift sheild. It can be either reverse gripped or halfsworded to be used as a grappling tool as well.
@macfine3 жыл бұрын
I miss when you had videos that weren't just add for pdfs.
@elmsigreen3 жыл бұрын
That hammer passive+crit reminds me of Sauron from LOTR just throwing enemies around with his mace. love it
@mrrominemr3 жыл бұрын
Love your videos. You know for your consideration I like a method that more resembles the reality. All weapons basically do of three types of damage when they hit you. Cutting piercing and crushing A knife does cutting and piercing damage. A hammer does crushing damage. The other to the hammer with the spike does crushing and piercing damage. A two-handed sword does piercing and cutting damage and crushing. Plate mail as 100% resistance to cutting and 99% resistance to piercing and a 30% resistance to crushing. Hey Dagger does 6 point of piercing damage Add the two resistances together For piercing and cutting subtract that from weapon damage rolled. This of course forces took mattens to look for weaknesses in the armor on vital parts. Such as the head. A Warhammer targeting the head needs an 18 to hit because it's a hard target. Head is a vital target which could cause instant death. Instead of rolling for damage. Roll your percentile dice And take that percentage away from the remaining hit points. And of course like real life different types of armor can be combined.
Bought the PDF. Going to implement it in my Fantasy Grounds games.
@TheDungeonCoach3 жыл бұрын
Thanks Daniel! I appreciate it, I hope you have a BLAST with it!
@Ambers1283 жыл бұрын
i fenced in college. if you wield the epee/foil that would slash, you'd be disqualified. Sabre is a bit different and I didn't do, so I'm not sure.
@TheDungeonCoach3 жыл бұрын
That is honestly SUPER interesting to know! Thanks for that lol :)
@cypherix933 жыл бұрын
15:24 "if we get a 1000 videos in the first 24 hrs" -- Seems ambitious, but I'm rooting for you man lol. Jokes aside, I love these changes, picked up the PDF from the store!
@josephdellavecchia7828 Жыл бұрын
I'm going back and rewatching some videos And I've got to say that the combat overhauls are probably my favorite videos. Definitely some of the best sections of alkandors almanac imo
@WisdomThumbs Жыл бұрын
When you take a Crit Hit, or half your HP in one hit, roll a CON save or take a wound. You either lose Max HP, or roll a Hit Die and subtract the result at the end of each of your turns (Bleeding), or you take a level of Exhaustion. Those are the levers that I think help.
@demonxkiller1 Жыл бұрын
Working on my own system, I've created an attribute that determines the change in damage that a weapon deals depending on your opponents armor. Heavier armor should block more damage, but weapons desgined to penetrate armor can ignore some or all of the damage negation delt this way.
@destinpatterson16443 жыл бұрын
Thank you Dungeon Coach your homebrew videos are always so inspiring, I've made my own little version of your weapon passives homebrew Weapon Damage Passives: Edit: If both the prerequisite creature type and any other prerequisite are able to work, then the proficiency bonus in damage is doubled. Swords- You can add your proficiency bonus to damage rolls if you have hit that creature with an attack roll last turn, or is a Humanoid creature type Axes- You can add your proficiency bonus to damage rolls if the creature has an ally of its within 5ft of you, or is an Undead or Plant creature type Edit: Hammers- You can add your proficiency bonus to damage rolls if the creature is Paralysed, Petrified, Prone, or Stunned, or is wearing metal, stone, or wood armor, or has it's AC reduced in anyway, is wielding a shield, or is behind 1/2 or 3/4 cover, or it is a Construct or Ooze creature type Chain Weapons- You can add your proficiency bonus to damage rolls if one of your allies isn't within 5ft of you, or is a Celestial or Fiend creature type Edit: Polearms- You can add your proficiency bonus to damage rolls to the creature if one of your allies is within 5ft of you, and could be able to melee attack the creature you're attacking, or it is a Dragon or Giant creature type Edit: Curved Weapons- You can add your proficiency bonus to damage rolls if none of the creature's allies are within 5ft of you, or is a Aberration or Fey creature type Bows- You can add your proficiency bonus to damage rolls if the creature is more then 30ft from you, or is a Beast creature type Crossbows- You can add your proficiency bonus to damage rolls if the creature is within 15ft of you, or is a Monstrosity creature type Guns- You can add your proficiency bonus to damage rolls if the creature is at half health or lower, or is an Elemental creature type Edit: swapped ooze and elemental
@deadly_artist3 жыл бұрын
I like this a lot more than the one in the video, but some of the creature types feel a little forced xD
@destinpatterson16443 жыл бұрын
@@deadly_artist ya you're correct, but I really like the idea of it. And if you just don't look at it too hard, and make a few justifications in your head for why it might make sense, it starts to. Lol
@destinpatterson16443 жыл бұрын
@@deadly_artist and just because I'm curious, what specific creature types do you not think fit.
@deadly_artist3 жыл бұрын
@@destinpatterson1644 oh lol you already swapped the two things i would have swapped as well. Besides that all chain types feel random.
@deadly_artist3 жыл бұрын
the celestial and fiend i can imagine since they are often locked up with chains in stories, but the aberration and fey really dont fit. i thought maybe putting the fey to swords and aberration to guns could work
@josephbenjamin6426 Жыл бұрын
You and I think VERY much alike… my fav RPG channel, BY. FAR. Keep it up! I’m buying ALL your books 📚
@Hallinwar3 жыл бұрын
Hi, please release new TTRPG system, because with all of that redesigning/reflavouring/rethinking of DnD5e you really do a great job. I wonder what would your system look like
@DaDunge3 жыл бұрын
3:45 Nice that the rapier is either slashing or piercing but the Halberd should not be slashing the axe head of a a halberd is just used for prone enemies it's a pike with a built in greataxe.
@Baraz_Red2 жыл бұрын
Halberds are notable for their multiple attack options: slash, pierce, and even pole hit (bludgeoning like a quarterstaff).
@DaDunge2 жыл бұрын
@@Baraz_Red If you want a blunt blow you're better of using the flat of the axe than the pole.
@Baraz_Red2 жыл бұрын
@@DaDunge I agree the "staff" of the polearm would not be very fearsome. Just saying a halberd, technically, can do all 3 types of damage.
@linus4d13 жыл бұрын
DC, I really think you would like PF2. Perhaps try a one-shot sometime.
@hawkeyesblue92543 жыл бұрын
Love the vid...keep going coach!
@MichaelNelson19653 жыл бұрын
I suspect you'd appreciate Chivalry and Sorcery (RPG published in the late 70s).
@dudejo2 жыл бұрын
originally, D&D would have used the Chainmail miniatures warfare system. There was no damage roll and it had a Man-to-Man combat table with a weapon vs armor matrix to roll on. Because that matrix uses 2d6 rolls, it's still somewhat slow but it CAN be homebrewed to a 1d6 base roll, which allows you to roll multiple attacks at once while still having somewhat unique weapons.
@sesimie3 жыл бұрын
Coach...you are awesome....I'm liking this video immediately!!
@seekingfurtherlight343 жыл бұрын
been wanting to do this for months. thank you for putting the work in.
@senorelroboto23 жыл бұрын
I would add that swords can choose to be slashing or piercing. That's what's great about the sword.
@TerryAVanguard3 жыл бұрын
I was looking at doing this for my game. You did a great job and Im planning to buy the pdf instead of trying to figure it out myself. Thank you for the hard work and the time.
@benjaminolson72063 жыл бұрын
The combat simulation lover in me gets excited about "bleed factor". The 5e DM in me just thinks "oh great, sounds like something I have to remember to track over multiple rounds with relatively low actual impact on combat outcomes".
@Baraz_Red2 жыл бұрын
Totally agree. I have been working for many years on a balanced and revised weapons table, so each weapon is viable depending on your concept/style. I am hoping that in a new edition of D&D, the weapons table will be tweaked a bit (eg. Scimitar versus Shortsword? What is the benefit of sneak attack with a dagger or stiletto? Many two-handed weapons lack a bit of oomph considering the lack of shield and off-hand weapon. Crossbows are OK for level 5 warriors if you invest a Feat [which is quite a steep cost], etc.)
@jonumine62503 жыл бұрын
My quick solution added strong/armored enemies with "resistance against piercing, bludge or slash from -non magical- light weapons" Ofc it's simple but it was a quick patch to make "heavy" property useful.
@bradleywindham49273 жыл бұрын
I love the idea here but I think it's just a bit too much for 5e's simple style. Here's the ways I solve this issue at my table: 1. I made homebrew feats for each weapon type (that didn't already have one) as well as homebrewed a few new weapons to make sure every fantasy can be fulfilled. 2. I allow my players to gain "expertise" in their signature weapon or spell through various means. Across the board this allows them double their proficiency bonus to hit or for their save dc (because missing is no fun) as well as one extra bonus which I individualize for each player. These together with players' individual personalities and class features make it so that even when two players are using the same exact weapon at my game table, they still feel distinct not just from other weapons but from each other as well.
@thuglifegame75732 жыл бұрын
Kingdom Death has excellent Bleed rules along with some really great weapon keywords that are both fantastic for homebrew. They are also fast, highly dynamic, add DEEP weapon flavor and speed up the game. They don't add fiddly secondary rolls or overload the playeer with too many options.
@kid143463 жыл бұрын
The proficiency bonus additional damage is really nice with the Proficiency Die rule.
@cernunnos_lives2 жыл бұрын
I actually love what you've done my man. I liked other combat systems from other games, for what you've done here.
@9akisha93 жыл бұрын
That's one of the things I like about Pathfinder 2: weapons get traits like "Trip" and you can choose weapons based on what style of fighting you want.
@dragonxswords1143 жыл бұрын
One thing I did in my game was took some hints from 3.5e. I made a new weapon table for my game and added buffs to certain weapons. For example, most piercing weapons crit on a 19. A few other weapons such as daggers for example also do bonus crit damage equal to your attack skill modifier. So if you have a dexterity of 20 and using a dagger for example (not including stuff like sneak attack) could crit on a 19 and deal 2d4+10 piercing damage. It's still a work in progress for larger weapons. But one thing he brought up that I might add.....i kind of like the idea of swords having the damage property of piercing/slashing and then letting the player choose which one. Because those kinds of weapons can technically do either one.
@TalkativeHands3 жыл бұрын
I like this idea as a bonus level perks.
@Olivetank7 Жыл бұрын
One idea for a weapon I had was a bullwhip made from jellyfish tenticals, it does both poison, and electric damage.
@Hari-Harmonies3 жыл бұрын
I'd really like to see poll axes coming into the game, where you can choose whether or not to use, bludgeoning, pearcing or slashing damage since that was what they were designed for. I once homebrewed a different bow too, since I didn't get how easy it was to use dexterity to use a longbow, a weapon which can have an extremely high poundage so it didn't make sense for someone who wasn't strong enough to pull the bow back to use it. So I created a variant called a war bow which you had to have a strength of 13 or higher to use. It had a feature where you could roll a strength check and on a success, you could to turn the d8 into a d10 at the cost of 5 feet of movement, it also used your wisdom modifier for attacks since perception is how you see things, but I know perception can get silly with how high you can make it so the straight wisdom modifier balanced that out. Additionally, there was another rule we used before play testing, where if you crit, you could add your strength modifier to the attack as well at the cost of 15ft of movement, making it feel like you gave it everything you got. You could also do that if you rolled a 19 or 20 on the strength check, but we found that it became too op.
@colmbright98223 жыл бұрын
I miss weapon speed . I love the idea of varying weapon damage because why should spell casters have all the fun?
@markfadden40583 жыл бұрын
Remember the old days where different weapons had different advantages depending on what type armor they were up against? It was "Streamlined" out.
@SophiaAphrodite10 ай бұрын
I feel like this might feel less gainly in general to just make it damage type feats. I love the idea and am here because I was looking for others who already did it
@peteonretreat20233 жыл бұрын
So many great ideas in here! I was working on my own custom weapon system but I should probably just start with your. Does the tier 3 patreon give full access to a all the PDFs you’ve offered so far? That seems like an insane amount of value!
@LookingForAName...2 жыл бұрын
To keep it fast paced, I'd limit different effects to crits and mainly add diversity through different options for different weapons.
@przemysawjozwiak1443 жыл бұрын
Coach, I need weapons lots of weapons! xD I say that for me waepons should have specializations. Just like with hammer or maul you can brake armor and make additional damage but you can also brake bones what disadvantage your speed. You could cut throat with rapier but you can't cut off head.. with sword it's more simple..
@davidvincent57013 жыл бұрын
Your project sounds great for electronic table top groups. Those the bring lab tops and tablets instead of pens and papers. It's nice to have better complexity in the variety of actions. But your project needs to be slightly simplified for non electronic group's.
@jaakkosippola71913 жыл бұрын
My question would be: why would I ever do just normal extra attack when the active is much better then the normal extra attack? The actives I think should be more weapon property and usage actives. They might not do as much damage but you can pin an enemy to the wall with a dagger. I would actually lower the damage if it has an extra effect. But I would be more incline to give all weapons there own actives. All of the piercing weapons should have something specific to them. I will not go against the damage types. That is something that will always be something that cant be completely fixed.
@Kirk90193 жыл бұрын
Extra attacks deal your modifier in extra damage for each one, provided you are hitting
@swaghauler83343 жыл бұрын
Apply a Special Effect when the roll is either a Nat 20 OR is 10 or more over the chance of success. This will make them a special occurrence and the players will be like "YES!" without bogging down the gameplay. Some Effects to consider... 1) Trip or Knockdown 2) Disarm 3) Entangle 4) Sunder Armor, Weapon, or Shield (saving throws for all equipment) 5) Crush/Stun Target 6) Impale 7) Slash/Bleed 8) Out Maneuver or Overextend Opponent (DISADVANTAGE target) 9) Blind Target (dust, blowgun, or net)
@svofoy_tre Жыл бұрын
I’m a year late, but I really like these ideas and hope that they can be implemented into One D&D. I think this makes weapons very unique and martial class/ melee combat a lot more fun.
@quazarthemad3 жыл бұрын
3:10 did he say "thords" xD
@dreemweaver66643 жыл бұрын
Awesome stuff. Is all of this going to be in Alkanders Almanac? Or is this separate material? Are you looking for playtest on it?
@TheDungeonCoach3 жыл бұрын
Weapons, armor, and martial actions are going to be in Alkander’s, yes 👍🏼 Play testing is being done currently and will start up another round here soon once the Kickstarter surveys go live!
@marcoantonioprometi6283 жыл бұрын
Those are some very cool mechanics. I will definetely try to use some of them in my table.
@hellsente78263 жыл бұрын
When are you going to release an ap to make all these modifications actually usable in a game without everyone falling asleep waiting for a resolution?
@Castheknotted Жыл бұрын
I tweaked your hammer rule to any targets with AC above 15 (as that implied more armor or even softer agile high dex taking the blow harder)
@Toonjunkey13 жыл бұрын
What about Rapiers those are swords that are designed to pierce. and this whole system seems to favor multi attack classes. leaving the Rogue and monk and other highly restrictive weapon options type classes kind of out of the loop in this book. Or did you just not get to that part in your book?
@bradleyhoryza33913 жыл бұрын
Love these ideas!
@f.b.32633 жыл бұрын
Love your videos! Stupid question: why is everyone fine with the complexity of spells but weapons and combat must be kept simple?
@TheDungeonCoach3 жыл бұрын
Thanks FB!! I agree It’s like martials MAIN thing, so it’s ok if it’s not mindlessly simple 👍🏼
@bonusactionheroes2 жыл бұрын
Are spells actually complex or is it more lots of choice? I love the idea of making martials more 3 dimensional and having more choice. I'd be interested for folks who've used it as how much the extra damage impacts combat? Martials already do good damage but just not with variety of options in RAW. Some players do like Martials because they're simple.
@_AutoCoder Жыл бұрын
I'm just converting from 3.5 to 5E and the #1 gripe my players and I have is "No masterwork or +2/+2?". 5E's effort to dumb down stuff really hosed weapons, armor, and looting. Why loot? Why even go to that special genie merchant? Buying this PDF tonight. Was gonna homebrew this. Thanks
@swaghauler83343 жыл бұрын
Sounds to me like someone played RuneQuest. In RQ2, you had... The IMPALE: Which did "full damage + rolled damage AND left the weapon STUCK IN THE TARGET (causing additional damage) unless the wielder or the target made a check to pull it out. The SLASH: Which did "rolled damage + rolled damage" and MAY also become stuck in the target but is much easier to remove. The CRUSH: Which did "max damage + 2 X Damage bonus" and STUNNED the target while knocking them down. In addition, The Design Mechanism's MYTHRAS rpg has a whole slew of Special Effects in combat that make melee combat more interesting.
@SyggNielsen-jg3hf Жыл бұрын
So, where's the.... Great Scimitar? The Icelandic Necropants? The Flamberge or Grand Bastard Sword? The Forked/Bladecatching Rapier? Giant Barding Armor with Tower(s) or PERCHES for Fliers? Great Kukri? Rhomphaia? Double-Ended Glaives, Halberds w/ Buttspikes And Picks, or Scythes? Serrated or Kris-Bladed/Serpentine Edge weapons? Hooking quillons? Shield quivers? Gauntlet Sword / Pata Tri-Dagger / Axe Bracer? Handclaws? Netbow? Net-Ended Chainwhip w/Poisoned Silver Barbs, The Razorscourge, or Shaolin Chain Whipdart? Two Handed Throwing? Atlatls or Bundled Darts/Caltrops? Beastmaster Belt/Armor/Shield w/up to 4 Chain Leashes? Knights Spurs, Sawtooth Greaves, Climbing Boots (Spike-Toe or Sticky), Hollow (oooooh, the bleeding-piercing or even elemental possibilities)... Gas Bladder or Severing Broadhead Arrowheads? Cyclopean or Stalked Helms, which grant eye-related effects/abilities? Shield or weapon breaking BLUNT weapons? Alchemical swords which change their metal composition in a skilled Bladesinger or Transmuters's hands? Dino-Barding? Wing Armor? What will it bring?
@fakjbf31293 жыл бұрын
When you say "burn your extra attack" how does that work for Fighters? If you are an 11th level Fighter, are you giving up just one of your extra attacks and can still make another normal attack? Or are you giving up both attacks to make this special move? If the former, can a 20th level fighter use this special attack twice in one Attack Action since they have four attacks and can burn two of them?
@elmsigreen3 жыл бұрын
I'd personally say they only burn one attack so yes, the fighter could do two of these at lvl 20. Because at lvl 20 you are basically an anime character
@supremecaffeine26333 жыл бұрын
@@elmsigreen Anime character? Bruh, a fighter's attack speed, even action surged, is normal to low in real life. Depending on the weapon and fighting style of course.