terça-feira, 15 de agosto de 2017

Implements of Destruction, part the first

In this short series I’ll be looking at the weapon properties and, later, the armoury list for my homebrew campaign.
 
As a rule, I’ve found that DnD emphasizes the special powers you employ while holding any given weapon rather than the weapon itself. Speaking from the dreary pit of 5th Edition weapon choices, most every character has the work cut out preemptively: it’s a bare matter of gunning for the platonic solid with the greater number of faces and take it from there. If you can dual-wield with d8s you don’t spare the d6s a glance, if you can wield a two-handed d12 you can’t be bothered with the d10. It’s all very linear and dry: a handful of properties that just could not be avoided, a couple of cornercase special rules and that’s it; the weapon list is rife with duplication and redundance. I would comment on the damage types, which seem equally redundant, but I don’t really have enough system knowledge to dwell on the issue. On the whole it seems like 5th edition was shot while traversing no-man’s land between OD&D's simplicity and gamist complexity.

I decided for a bit more granularity, aiming – for simplicity is a virtue – for a measure of complexity just a step above the current one, wanting just enough of the thing to drive players to make interesting and meaningful decisions.

The design choice came about while deciding that encumbrance and equipment breakage would both be things I’d implement. It is much more interesting to decide what weapons you will carry when the room you’ve got available is limited, when you know different weapons will come into their own against different types of opponent and the threat of equipment integrity failure looms above you.

The widest reaching effect that I’m seeking to put into place is the classic design triad of “rock-paper-scissors”, between chosen weapon and target armour class or, to put it another way, a triad of properties directed at low AC, generalist and high AC targets. To wit, versus light-armoured opponents the character will be better off using fleshbiting weapons such as a battleaxe while, against heavily-armoured ones, concussive weaponry like the warhammer will be the answer. Rending is left as the all-rounder face of the triangle, generally in the shape of swords. All of these properties imply, in a more overt or indirect way, an overall increase in damage output. I opted for this approach due to 5th Edition’s monsters possessing ample reserves of hit-points. I don’t yet know for sure how it’ll all interact with PC levels of Hp, accounting for the dismemberment table. Pilgrimages to playtestland are sure to abound.

The tally comes at twenty weapon properties (to the boxed game’s twelve). I’d like to shave down a couple, but don’t feel like it is utterly necessary. I believe they’re intuitive enough that they can be handily explained and assimilated by players, turning the campaign’s armoury into a toolshed instead of a one-stop-shop.

Knowing that only a trained fighter should be able to fully exploit certain capabilities of the weaponry, properties marked with an asterisk(*) require proficiency with the weapon to be counted as active.

The list of weapon properties and respective rationale:

Ammunition
Expended for ranged attacks. Drawing ammunition from a quiver costs the round’s free action. Treat as improvised in melee (a sling must be loaded to deal damage).

Pared down the bloated reminder text from the PHB and added the free action limitation clause.

Chargebreaker*
Prepared attacks against charging foes roll the weapon's damage die twice.

Allows you to receive charges in advantageous conditions; my heartfelt thanks to Lamentations of the Flame Princess.

Concussive
Attacks that hit just the target’s base AC (natural plus DEX) cause the weapon’s minimum damage, with halved positive modifiers (round down).


A way to bypass even the heaviest armour through sheer blunt force trauma. I mulled over this one the longest but I’m really happy with it. Enables bludgeoning well-armoured targets through attrition.
Finesse
Uses your choice of Strength or Dexterity for the attack and damage rolls. Must use the same modifier for both rolls.

Unchanged from the book.

Fleshbiting*
If the unmodified attack roll exceeds target’s AC roll additional d4 damage or d6 if the weapon is two-handed.

Here’s where heavy blades come into their own as light troop killers. I deliberately associated the property with the unmodified roll (and thus independent of to-hit bonuses) so as to both make it easy on the math and to not have this be the lone weapon of choice for high-statted/levelled characters.

Heavy
Unsuitable for Small creatures. Costs an extra encumbrance point to carry.

As per the book, plus encumbrance notation reminder.

Lashing*
Bypasses shields and may not be parried. On a fumble, suffer weapon's damage die in addition to any other consequences.

Somewhere in the DIY blogs (Last Gasp?) I found this concept of flails ignoring shields, spawning this property. It’s agressive but with a downside, which goes a bit against the “always positive” flow of 5th edition design.

Light
Small and easy to handle, ideal for dual weapon use. May not parry heavy weapons, unless used in tandem.


Straigthforward. Just added a small parrying notation.
Loading
For every damage die that the weapon deals, a full round is required to reload between shots.

This effectively differentiates Crossbows from Bows (which now have a Strength minimum to be used).

Minor
Easy to conceal, usable in a clinch and may be carried three to a slot. May only parry light or finesse weapons.

A little thematic something for the Rogues. Differentiates daggers & family.

Rending*
You may reroll odd results on the damage dice, accepting the second roll.


Got this from Last Gasp. A sweet way to spice up Swords in opposition to Hammers & Axesturning minor gaps into major wounds. Probably the most powerful of the trifecta, as it is useful against all opponents.
Range (y/z)
Numbers in parentheses express normal and maximum range. Shots beyond normal range made at disadvantage. No shots possible beyond maximum range.

No changes, as I’m satisfied with the “normal-long” range duality.

Reach (r)
Has longer effective reach than normal. Disadvantage against adjacent enemies, unless weapon’s staff is used.

Deliberately codified a disadvantage that could well just have been a ruling, like one would do with tight enclosed spaces. I did this to underline the necessity of a side-arm.

Shield [s]*
Grants bonus to AC of 1 or as equal to the Strength bonus, capped by the number in brackets, this number is also used to determine AC bonus vs. missile attacks.

Read this somewhere in the DIY gestalt. Great idea, engaging an additional stat other than DEX for defense and preventing shields from being such no-brainer choices in tandem with finesse weaponry (pretty much the golden standard of offence + defence for a DEX-maxed character). It also nicely forces the high strength character to choose between fully exploring a two-handed weapon or being more defense-oriented about his strength bonus.

Special
Has unusual rules governing its use, explained in the weapon’s description.

Don’t tell me you’re not excited?

Swift*
May trade reaction for an additional attack at Disadvantage as bonus action.

Mined this one out of the Monster Manual. Trades shock power for sheer viciousness and enables differentiation between mid-sized weapons.

Thrown
Throwable. If a melee weapon, use the same modifier for that attack damage rolls that you would use for a melee attack.

Unchanged.

Two-Handed
Requires two hands to use.

Gee, thanks, WotC!

Versatile
Can be used with one or two hands. Damage in parentheses for two-handed use.

Unchanged.

Improvised
Any weaponizable object you wield or throw. Deals 1d4 damage; if thrown has a fixed Range of (20/60).

146 words to say that you basically deal 1d4, have 20/60 range and don’t get proficiency bonus. The PHB’s paid-by-the-word editing should have run by the DIY’s hands, this’ like shearing wool off new zealander sheep.


Part the second to follow...

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