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Switch to Forum Live View Wrecan's neato weapon balance thing
9 months ago  ::  Oct 04, 2012 - 11:28AM #1
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

Hey I'm just moving this to its own thread so the weapon speed thing can perish or continue without confusion.


Edit: removed the quote to avoid confusion. See below for the lowdown.

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9 months ago  ::  Oct 04, 2012 - 11:43AM #2
wrecan
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Thanks, kadim!
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9 months ago  ::  Oct 04, 2012 - 11:47AM #3
wrecan
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Version 14, with revised at-bay and improvised shield rules!

This is an optional rules module for people who want more ways to distinguish weapons that do not depend on class features.
This comes in two parts: the "basic" rules for those who want a quick and simple weapon ruls that does not do much to distinguish weapons, and the "weapon module" that offers a bit more complexity and more differentiation.


WEAPON BASICS
These are the rules that are to be used if you want something simple. In these rules, the only thing that distinguishes weapons is the damage die, damage type, and how many hands you need to use the weapon.

Weapon Traits
All weapons have six or seven traits: family, length, damage, damage type, cost, weight and, for ranged and thrown weapons, range. These are defined as follows:
  • Family. Weapon families represent groupings of similar weapons.  This trait is only useful in the weapon module, except that only weapons in the thrown family can be thrown, and special rules apply to shields and unarmed, as described below.
  • Length. Weapon length represents the wieldiness of the weapon.  The weapon lengths are: closeshortlong, greatreach, and thrown.  Small creatures require two hands to wield items designated long or great, and cannot use reach weapons.   
  • Damage: Weapons inflict the damage on the table and range from d4 to d12, generally based on their length.  Melee and thrown weapons add the attacker's Strength modifier to attack and damage.  Bows and crossbows add the attacker's Dexterity modifier to attack and damage. You may receive other bonuses from your class, race, background, magic items, or specilaties.
  • Damage Type: Each weapon inflicts a damage type (bludgeoning (B), piercing (P), or slashing (S)), as described on the table, and generally based on the weapon's family.
  • Cost: The table reflects the typical retail price of a weapon in gold pieces. While you can buy gauntlets separately, they are usually included in any heavy armor.
  • Weight: The table describes the weight of the weapon in pounds for encumberance purposes, if you choose to use encumberance rules.  The weight of a gauntlet is generally included in the weight of heavy armor, but is one pound each if worn without heavy armor.
  • Range: Every ranged weapon has a maximum range beyond which you may not target enemies. Targeting enemies beyond half that distance incurs a -2 penalty on the attack roll.  Thrown weapons also each have a "launcher" that doubles the range of the thrown weapon and grants a +1 bonus to attacks and damage.  Stones use slings and all other thrown weapons use an atlatl designed for that family of weapon.  

Weapon Rules
The following additional rules also apply to weapons:
  • Improvised Weapons: You can use anything as a weapon, such as a chair leg, mug, or wagon wheel. The DM will decide how much damage the weapon inflicts based on the weapon's length. Use of improvised weapons incur a -2 penalty to hit.  Improvised thrown weapons have a maximum range of 20' (with an additional -2 penalty to attack targets more than 10' away).  Improvised shields grant a shield bonus one less than its non-improvised counterpart, but never less than a +1 shield bonus.
  • Monsters. A monster's melee attacks, unless made with a specific weapon, are considered to be made with close unarmed weapons whenever such a determination is needed. The monster's entry will explain what damage die and damage type the attack possesses, as well as any other effects of the attack.  Generally, claws inflict slashing damage, teeth, antlers, and horns inflict piercing damage, and fists inflict bludgeoning damage.
  • Nonproficiency Penalty. A weapon in which you are not proficient is considered an improvised weapon. A thrown weapon is considered an improvised weapon when used in melee, and a melee weapon is considered an improvised weapon when thrown.
  • Reach: Melee weapons other than reach weapons can only attack adjacent foes. Reach weapons can attack foes from five feet away, but incur a -4 penalty to damage (minimum 1) when used against adjacent creatures.
  • Shields: Shields that you wield grant you a shield bonus to AC as follows: buckler (+1), thrown shield (+1), small shield (+2), large shield (+3), great shield (+4), and tower shield (+5). Although damage is listed on the table for each shield, this only applies if you have the ability to "shield bash". When you wield a shield larger than a small shield, you incur a penalty to any d20 rolls modified by Dexterity equal to the number of hands required to wield it (either -1 or -2). Also remember that great shields and tower shields require both hands to weild.  In this respect, they operate more like mobile cover than a shield.
  • Unarmed: Your fist cannot be disarmed, but a successful attack with a fist on any creature with a touch attack (such as most oozes) will also be treated as if the creature had successfuly touched you. You cannot wield a close weapon in a hand with a cestus and you cannot wield a close or short weapon in a hand with a gauntlet.

WEAPONS MODULE
The following rules are provided for groups that want to distinguish weapons a little more, and are willing to put up with a little more complexity. Unless contradicted by rules set forth in the module, all the rules set forth above apply here.

Length Rules
Some rules require to compare weapon lengths and determine which is larger.  For purposes of determining which length is greater, the lengths, from smallest to largest are: close/thrown < short < long < great < reach.  

Here are the rules that are triggered by the length of your weapons:
  • At Bay: If you wield a great or reach weapon in which you are proficient against an opponent that is within one size of your size category, you may choose to try to keep it "at bay".  You must declare you are trying to keep the creature "at bay" before rolling your attack roll. If you hit the creature, instead of inflicting damage, roll a contested Strength check against the target.  If you succeed, the target may not use its next action to attack you with a melee weapon with shorter length than yours, and may not use its next move to move adjacent to you (but is not required to leave its space if it is currently adjacent to you).  You can keep no more than one opponent "at bay".  
  • Buckler: This weapon (close shield) lets you hold a thrown weapon in that hand as well, but not another melee weapon. You can wear a buckler while wielding a bow or crossbow, but it offers no shield bonus while you wield those weapons.
  • Close Quarters: You are in "close quarters" whenever you are grabbed, squeezed, or there are four or more creatures (friend or foe) or obstacles adjacent to you. In such a situation, you may only attack with close, short, or unarmed weapons. Attacks with short weapons incur a -1 penalty on damage rolls. 
  • Thrown: A thrown weapon can use its family benefit unless specified in the family benefit description, below.  Note that there is no thrown weapon in the blade, staff, or unarmed families.
  • Two-Weapon Fighting: If you wield two weapons, neither of which are longer than a short weapon, you may designate which weapon you use for your weapon attacks. This weapon is called your "primary weapon" and the other one is called the "secondary weapon". If you hit with a "primary weapon" in which you are proficient, you may add 1d3 to the damage, or 1d4 if both weapons belong to the same family. This additional damage will have the damage type of the "secondary weapon". A shield cannot be a "primary weapon" or a "secondary weapon" unless you have the ability to "shield bash".
  • Versatile Fighting: If you wield a short or long weapon with two hands, you add +1 to the damage you inflict. The short and long weapons are the largest weapons a small and medium sized creature, respectively, can carry that offers a free hand with which to hold a shield or a thrown weapon. A short weapon is the only weapon that lets you fight in "close quarters" and gain the versatile damage bonus.

Family Benefits
The twelve weapon families are: axebladeflailhammermacepickspearshield, staffunarmedcrossbow, and bow. You can only gain the features associated with a weapon's family if you are proficient in the weapon.  In order to gain the benefit of a weapon family's benefit (other than for shields and unarmed), you must choose to lose advantage on the attack roll when you have advantage, and you must not be attacking a creature resistant to the weapon's damage type.  Here are the rules pertaining to each weapon family:
  • Axe: These weapons are brutal.  A hit is treated as a critical hit.
  • Blade: These weapons are often used defensively.  Whether or not you hit, until the beginning of your next turn, all melee attacks against you incur disadvantage. 
  • Bow/Spear: You can use these weapons to pin an opponent.  On a hit, the target takes damage as norma and, unless your target is more than one size category larger than you, the creature you hit is also immobilized until the end of its next turn.  
  • Crossbow/Pick: These weapons are made to puncture an opponent's defenses with lingering effects.  On a hit, the target takes damage as normal and, on the beginning of your next turn, the target automatically takes damage equal to half the damage you inflicted with this hit.
  • Flail: These weapons have flexible cords or chains that can grasp.  On a hit, the target takes damage as normal.  Unless your target is more than one size category larger than you, you also grab the target or one of its visible possessions. A grabbed foe cannot leave your reach, but may, as its action, make an opposed Strength check to escape the grab. While it is grabbed, with a subsequent action, you can engage in an opposed Strength check. If you win, you can either cause the foe to fall prone, move the foe as you move on this turn, or disarm the foe of one object it holds. The disarmed object falls adjacent to the foe. Instead of using its familial benefit, a thrown flail immobilizes the target until the target or an adjacent creature uses an action to free the target.
  • Hammer: These weapons knock targets down.  On a hit, the target takes damage as normal.  Unless your target is more than one size category larger than you, you also push the target five feet away from you and knock it prone.
  • Mace: These weapons batter people into submission. On a hit, the target takes damage as normal and suffers from disadvantage on all attack rolls until the end of its next turn.
  • Shield: You may use your action to transfer the shield's shield bonus from yourself to one adjacent ally, up to a maximum bonus of +3.  If you wield a shield with two hands, you may use your action to extend your shield bonus to one adjacent ally without removing that bonus from yourself, up to a maximum bonus of +3. A thrown shield imposes disadvantage on an attack, if used as a delayed action (and does not require advantage to invoke).  
  • Staff: Both ends of these weapons may be used in an attack. On a hit, if you were wielding the weapon with two hands, roll damage twice and use their sum.  If the attack roll was a critical hit, only the first instance of damage is treated as a critical hit.
  • Unarmed: These weapons can always be used in "close quarters"but can never be used to hold creatures "at bay", no matter what their length.

Creatures of Unusual Size
Use the following rules for tiny, large, huge, and gargantuan creatures.  Weapons made specifically for them have lengths named after the size of the creature for which it is designed.  
  • Fists: Tiny, large, huge, and gargantuan fists use a 1d2, 1d6, 1d8, and 1d10 damage die, respectively, unless otherwise described in the creature's monster entry, and are always considered to be a length equal to the creature's size category.
  • Large or Larger Creatures: Large, huge, and gargatuan creatures can use any weapon with a length of reach or smaller with one hand.  They cannot use weapons more than four sizes shorter than the length that corresponds to their size.  (I.e., large creatures cannot use tiny or close weapons, and gargantuan creatures can only use great or longer weapons.) For each size category larger than medium, increase by two the number of adjacent creatures or obstacles needed to impose "close quarters". For each size category larger than medium, treat that creature is if it were one additional creature for purposes of imposing "close quarters" on others.
  • Large, Huge, and Gargantuan Weapons: These weapons can never be used by creatures or a size category smaller than the weapon's length.  They require two hands to wield if the creature has a size category equal to the weapon's length.  Otherwise, these weapons may be wielded with one hand.  These weapons may be used to hold creatures "at bay".  Large, huge, and gargantuan weapons have reaches of 10', 15', and 20', respectively. 
  • Shields: No creature may ever gain a shield bonus of greater than +3 from a shield wielded with one hand.  Large, huge, and gargantuan shields grant the wielder a shield bonus of +6, +7, and +8, respectively, but only when wielded with two hands.
  • Tiny Creatures: Tiny creatures require two hands to wield short weapons, and cannot use longer weapons or ranged weapons that are not sized for them.  They can only use the rules for two-weapon fighting when holding a close weapon in each hand. Tiny creatures are in "close quarters" only when a small-sized enemy is adjacent to it. Tiny creatures do not count for purposes of imposing the "close quarters" condition on others. 
  • Tiny Weapons. These can be used in close quarters and cannot be used by medium or larger creatures. 



DESIGN YOUR OWN WEAPONS

If a player wants a character to wield a weapon that is not listed, you can design your own as follows:
  • Step One: Determine what family the new weapon should possess. The weapon uses that family's benefit.  
  • Step Two: Determine what length the weapon should possess.  A thrown bladestaff, and unarmed weapon, and a close staff, get access to no family benefit.
  • Step Three: Determine the weapon's damage based on an analogously long or ranged weapon, as follows:
    • d2: Tiny
    • 
    d4: Close
    • 
    d6: Short, thrown, or hand crossbow
    • d8: Long, short bow, or crossbow
    • d10: Great, long bow, or arbalest
    • d12: Reach
    • 
    3d4: Large
    • 
    3d6: Huge
    • 
    3d8: Gargantuan
    Damage dice for ranged weapons for tiny, large, huge, or gargantuan creatures should be adjusted upwards or downwards from the analogous weapon based on the number of size categories away from medium the creature is.  (I.e., a huge weapon would have its damage die increased two steps.)
  • Step Four: Determine the weapon's damage type, which is usually the same as other weapons of that family, but may be changed to a different damage type as appropriate.  (For instance, a rapier may be in the blade family, but inflict piercing rather than slashing damage.)
  • Step Five: Determine the weapon's cost, based on an analogously long, ranged, or unarmed weapon, as follows:
    • 2 gp: Closethrown, quiver of 20 arrows/bolts, pouch of 20 stones, or cestus
    • 4 gp: Short or pair of gauntlets
    • 8 gp: Long
    • 
    10 gp: Reach, atlatl, or sling
    • 12 gp: Great
    • 
    20 gp: Crossbow
    • 30 gp: Short bow
    • 40 gp: Arbalest
    • 50 gp: Long bow
    • 75 gp: Hand crossbow 
    There is generally no market for tiny, large, huge, or gargantuan weapons.  
  • Step Six: Determine the weapon's weight, based on an analogously long, ranged, or unarmed weapon, or shield, as follows:
    • 1 lb.: Thrown or cestus
    • 2 lbs.: Close, atlatl, sling, hand crossbow, or pair of gauntlets (when worn without heavy armor)
    • 3 lbs.: Short, Quiver of 20 arrows/bolts, or Pouch of 20 stones
    • 4 lbs.: Long, shortbow, or buckler
    • 6 lbs.: Great, longbow, crossbow, or thrown/small shield
    • 8 lbs.: Reach, arbalest, or large shield
    • 10 lbs.: Great shield
    • 20 lbs.: Tower shield 
    The weight of a tiny weapon is half of its analogue.  The weight of a large, huge, or gargantuan weapon is five times, fifty times, and five hundred times the weight of its analogue, respectively
  • Step Seven: If the weapon possesses range, determine the range of the weapon by analogizing it to other ranged weapons as follows:
    • Thrown weapon: 15'/30'
    • Thrown weapon with launcher: 30'/60'
    • Hand crossbow: 30'/60'
    • Crossbow: 60'/120'
    • Shortbow: 90'/180'
    • Arbalest: 120'/240'
    • Longbow: 150'/300'
    Range for tiny weapons are halved. Range for large, huge, or gargantuan weapons are increased by 50%, 100% and 150%, respectively.
  • Examples: Some common weapons not on the above chart may include:
    • Chakra (thrown axe, d6 slashing, 2 gp, 1 lb., 15'/30')
    • Falchion (great blade, d10 slashing, 12 gp, 6 lbs.)
    • Rapier (short blade, d6 piercing, 4 gp, 3 lbs.)
    • Scimitar (long blade, d8 slashing, 8 gp, 4 lbs.)
    • Scythe (great axe, d10 slashing, 12 gp, 6 lbs.)
    • Sickle (short axe, d6 slashing, 4 gp, 3 lbs.)
    • Throwing knife (thrown spear, d6 piercing, 2 gp, 1 lb., 15'/30')
  • Exotic Weapons: You could also create unique weapons that break the rules, but these should be exceedingly rare, such as:
    Battle yo-yo (thrown stone, d6 bludgeoning, 10 gp, 1 lb., stone returns, cannot use with atlatl)
    • Garotte (close unarmed, d4 slashing, 2 gp., 1 lb., requires two-hands, grants advantage to strangle foe)
    • Whip (reach flail, d4 slashing, 10 gp, 2 lbs., allows you to hold an object in one hand, but not use as weapon or shield)

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9 months ago  ::  Oct 04, 2012 - 12:04PM #4
BhaelFire
Date Joined: Jul 2, 2012
Posts: 703
I use a house rule that defines "close quarters" as any area that is 10' wide or smaller, such as a typical dungeon corridor or a secret passge. It's kind of hard to use large melee weapons in areas that small effectively.

In the past, I've simply applied a -4 penalty to hit when using two-handed melee weapons under those conditions. However, Disadvantage works just as well. 
D&D Next - Basic and Expert Editions Show

I firmly believe that there should be two editions of the game; the core rules released as a "Basic" set and a more complicated expanded rules edition released as an "Expert" set. These two editions would provide separate entry points to the game; one for new players or players that want a more classic D&D game and another entry point for experienced gamers that want more options and all the other things they have come to expect from previous editions.

Also, they must release several rules modules covering the main elements of the game (i.e., classes, races, combat, magic, monsters, etc.) upon launch to further expand the game for those that still need more complexity in a particular element of the game.



Here's a mockup of the Basic Set I created.



(CLICK HERE TO VIEW LARGER IMAGE)
  


Basic Set


This boxed set contains a simple, "bare bones" edition of the game; the core rules. It's for those that want a rules-light edition of the game that is extremely modifiable or for new players that get intimidated easily by too many rules and/or options. The Basic Set contains everything needed to play with all the "classic" D&D races (i.e., Human, Dwarf, Elf, and Halfling) and classes (i.e., Cleric, Fighter, Rogue, Wizard) all the way up to maximum level (i.e., 20th Level).

The Basic boxed set contains:


Quick Start Rules
A "choose your own way" adventure intended as an intro to RPGs and basic D&D terms.

Player's Handbook
(Softcover, 125 pages)
Features rules for playing the classic D&D races and classes all the way up to 20th level.

Dungeon Master's Guide

(Softcover, 125 pages)
Includes the basic rules for dungeon masters.

Monster Manual
(Softcover, 100 pages)
Includes all the classic iconic monsters from D&D. 

Introductory Adventure
(Keep on the Borderlands)
An introductory adventure for beginning players and DMs.

Also includes: 

Character Sheets
Reference Sheets
Set of Dice




Expert Set


A set of hardbound rules that contains the core rules plus expanded races and classes, more spells and a large selection of optional rules modules — that is, pretty much everything that experienced players have come to expect. Each expert edition manual may be purchased separately, or in a boxed set. The Expert set includes:


Expert PHB (Hardcover, 225 pages. $35 Includes core rules plus 10 playable races, 10 character classes, expanded selection of spells and rules modules for players.)
Expert DMG (Hardcover, 250 pages. $35 Includes core rules plus expanded rules modules for DMs.)
Expert MM (Hardcover, 225 pages. $35 Includes an expanded list of monsters and creatures to challenge characters)




Expansions


These expansion rules modules can be used with both the Basic and Expert sets. Each expansion covers one specific aspect of the game, such as character creation, combat, spells, monsters, etc.) 


Hall of Heroes (Hardcover, 225 pages. $35 Includes a vast selection of playable character races and classes, new and old all in one book)
Combat and Tactics (Hardcover, 225 pages. $35 Includes dozens of new and old optional rules for combat all in one book)
Creature Compendium (Hardcover, 350 pages.$35 Includes hundreds of monsters, new and old all in one book)
The Grimoire (Hardcover, 225 pages. $35 Includes hundreds of new and old spells all in one book)












A Million Hit Points of Light: Shedding Light on Damage Show

A Million Hit Points of Light: Shedding Light on Damage and Hit Points


In my personal campaigns, I use the following system for damage and dying. It's a slight modification of the long-standing principles etsablished by the D&D game, only with a new definition of what 0 or less hit points means. I've been using it for years because it works really well. However, I've made some adjustments to take advantage of the D&D Next rules. I've decided to present the first part in a Q&A format for better clarity. So let's begin...


What are hit points?
The premise is very simple, but often misunderstood; hit points are an abstraction that represent the character's ability to avoid serious damage, not necessarily their ability to take serious damage. This is a very important distinction. They represent a combination of skillful maneuvering, toughness, stamina and luck. Some targets have more hit points because they are physically tougher and are harder to injure...others have more because they are experienced combatants and have learned how to turn near fatal blows into mere scratches by skillful maneuvering...and then others are just plain lucky. Once a character runs out of hit points they become vulnerable to serious life-threatening injuries.


So what exactly does it mean to "hit" with a successful attack roll, then?
It means that through your own skill and ability you may have wounded your target if the target lacks the hit points to avoid the full brunt of the attack. That's an important thing to keep in mind; a successful "hit" does not necessarily mean you physically damaged your target. It just means that your attack was well placed and forced the target to exert themselves in such a way as to leave them vulnerable to further attacks. For example, instead of severing the target's arm, the attack merely grazes them leaving a minor cut.


But the attack did 25 points of damage! Why did it only "graze" the target?
Because the target has more than 25 hit points. Your attack forced them to exert a lot of energy to avoid the attack, but because of their combat skill, toughness, stamina and luck, they managed to avoid being seriously injured. However, because of this attack, they may not have the reserves to avoid your next attack. Perhaps you knocked them off balance or the attack left them so fatigued they lack the stamina to evade another attack. It's the DM's call on how they want to narrate the exact reason the blow didn't kill or wound the target.


Yeah, but what about "touch" attacks that rely on physical contact?
Making physical contact with a target is a lot different than striking them, so these types of attacks are the exception. If a touch attack succeeds, the attacker manages to make contact with their target.


If hit points and weapon damage don't always represent actual damage to the target, then what does it represent?
Think of the damage from an attack as more like a "threat level" rather than actual physical damage that transfers directly to the target's body. That is, the more damage an attack does, the harder it is to avoid serious injury. For example, an attack that causes 14 points of damage is more likely to wound the target than 3 points of damage (depending on how many hit points the target has left). The higher the damage, the greater the chance is that the target will become seriously injured. So, an attack that does 34 points of damage could be thought of as a "threat level of 34." If the target doesn't have the hit points to negate that threat, they become seriously injured.


Ok, but shouldn't armor reduce the amount of damage delivered from an attack?
It does reduce damage; by making it harder for an attack to cause serious injury. A successful hit against an armored target suggests that the attack may have circumvented the target's armor by striking in a vulnerable area.


What about poison and other types of non-combat damage?
Hit point loss from non-physical forms of damage represents the character spitting the poison out just in time before it takes full strength or perhaps the poison just wasn't strong enough to affect them drastically, but still weakens them. Again, it's the DMs call on how to narrate the reasons why the character avoids serious harm from the damage.


If hit points don't don't represent actual damage then how does that make sense with spells like Cure Serious Wounds and other forms of healing like healer kits with bandages?
Hit points do represent some physical damage, just not serious physical damage. Healing magic and other forms of healing still affect these minor wounds just as well as more serious wounds. For example, bandaging up minor cuts and abrasions helps the character rejuvenate and relieve the pain and/or fatigue of hit point loss. The key thing to remember is that it's an abstraction that allows the DM freedom to interpret and narrate it as they see fit.

What if my attack reduces the target to 0 or less hit points?
If a player is reduced to 0 or less hit points they are wounded. If a monster or NPC is reduce to 0 or less hit points they are killed.


Why are monsters killed immediately and not players?
Because unless the monsters are crucial to the story, it makes combat resolution much faster. It is assumed that players immediately execute a coup de grace on wounded monsters as a finishing move.


What if a character is wounded by poison or other types of non-physical damage?
If a character becomes wounded from non-combat damage they still receive the effects of being wounded, regardless if they show any physical signs of injury (i.e., internal injuries are still considered injuries).


Ok. I get it...but what happens once a character is wounded?
See below.
 


Damage and Dying


Once a character is reduced to 0 or less hit points, they start taking real damage. In other words, their reserves have run out and they can no longer avoid taking serious damage.


  1. Characters are fully operational as long as they have 1 hit point or more. They may have minor cuts, bruises, and superficial wounds, but they are are not impaired significantly. 

  2. Once they reach 0 or less hit points, they become Wounded (see below).That is, they have sustained a wound that impairs their ability to perform actions.

  3. If they reach a negative amount of hit points equal or greater than their Constitution score, they are Incapacitated. This means they are in critical condition and could possibly die.

  4. Characters will die if their hit points reach a negative amount greater than their Constitution score, plus their current level.



Unharmed: 1 hp or more
Wounded: 0 hp or less
Incapacitated: -(Constitution) to -(Constitution+Level)
Dead: Less than -(Constitution +Level)


Wounded
When the character reaches 0 or less hit points they become wounded. Wounded characters receive disadvantage on all attacks and saving throws until they heal back up to 1 hit point or more. This allows for a transitory stage between healthy and dying, without having to mess around with impairment rules while the character still has hit points left.


Incapacitated
Characters begin dying when they reach a negative amount of hit points equal to their Constitution score. At which point, they must make a DC 10 Constitution saving throw on each of their following turns (the disadvantage from being wounded does not apply for these saving throws).

If successful, the character remains dying, but their condition does not worsen.


If the saving throw fails, another DC 10 Constitution saving throw must be made. If that one fails, the character succumbs to their wounds and dies. If successful, the character stabilizes and is no longer dying.

Finally, if a dying character receives first aid or healing at any point, they immediately stabilize.


Dead
Characters will die if they reach a negative amount of hit points equal to their Constitution, plus their current level. Thus, if an 8th level character with a Constitution score of 12 is down to 4 hit points then takes 24 points of damage (reducing their hit points to -20) the attack kills them outright.

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9 months ago  ::  Oct 04, 2012 - 2:34PM #5
wrecan
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Date Joined: Jun 23, 2005
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I added a table with prices and encumberance.  Click on the photo for a larger view.
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9 months ago  ::  Oct 04, 2012 - 2:53PM #6
Gee-man
Date Joined: Jul 19, 2012
Posts: 128
Very awesome.  

Not sure about Reach weapons doing 1d12 tho - I'd be inclined to switch reach with 2 handed seeing as reach is such an excellent benefit (1d10 + reach vs. 1d12).  The only other change I would make is changing quarterstaff and featherstaff to heavy mace and great club but then they are accounted for under the reflavoring anyway so it's moot.

Great work, Wrecan.
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9 months ago  ::  Oct 04, 2012 - 3:09PM #7
wrecan
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Thanks!

I don't think a greatclub is a reach weapon.  I'm not actually aware of any polearms or reach weapons that would qualify for the mace family.  And quarterstaff really needs to be on the weapon chart.  Unless we were going to make a "staff" family -- which seems pretty redundant with the mace family.  So I think the heavy mace and great clubs are going to have to be reflavored quarterstaffs.

As for reach weapons, I gave them a pretty big minus -- -3 damage when attacking adjacent foes, which basically turns it into a one-handed weapon.  If that's insufficient we could even state they cannot be used against adjacent foes, thus forcing people to switch weapons when combat gets too close.

(Of course, we've just eliminated double weapons, which is what quarterstaves were in 3e.  But I never liked that.  I guess if we made a staff family, "double" would be the family quality.)
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9 months ago  ::  Oct 04, 2012 - 3:35PM #8
Gee-man
Date Joined: Jul 19, 2012
Posts: 128

Oct 4, 2012 -- 3:09PM, wrecan wrote:

Thanks!
I don't think a greatclub is a reach weapon.  I'm not actually aware of any polearms or reach weapons that would qualify for the mace family.  And quarterstaff really needs to be on the weapon chart.  Unless we were going to make a "staff" family -- which seems pretty redundant with the mace family.  So I think the heavy mace and great clubs are going to have to be reflavored quarterstaffs.

As for reach weapons, I gave them a pretty big minus -- -3 damage when attacking adjacent foes, which basically turns it into a one-handed weapon.  If that's insufficient we could even state they cannot be used against adjacent foes, thus forcing people to switch weapons when combat gets too close.

(Of course, we've just eliminated double weapons, which is what quarterstaves were in 3e.  But I never liked that.  I guess if we made a staff family, "double" would be the family quality.)




Ah, I see what I did there.  Of course a great club isn't a reach weapon.  Silly me.  

Just had a thought.  Seeing as disadvantage seems to be the way to handle minuses, why wouldn't reach weapons recieve disadvantage on their damage rolls against adjacent targets instead?  

Agreed. Double weapons should go away and die quietly in a corner.  They were initially cool because they were new and exotic but they quickly became bizarre and redundant.

I have to say, the more I look at it, the more I like it.

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9 months ago  ::  Oct 04, 2012 - 3:38PM #9
wrecan
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Oct 4, 2012 -- 3:35PM, Gee-man wrote:

Just had a thought.  Seeing as disadvantage seems to be the way to handle minuses, why wouldn't reach weapons recieve disadvantage on their damage rolls against adjacent targets instead?  



It's really important for the game that we limit rules-based disadvantage as much as possible.  Ideally it should take a full action to impose disadvantage on someone, so I am hesitant to impose it on polearm users.  -3 damage seems like plenty.  I guess we could up it to -4, but at that point, the fighter may as well just hit people with his fists.

Actually disadvantage is such a penalty, that it too would mean it's better for the halberdier to just punch people when they got too close.  Since he'd probably be gauntleted, he's better off. 

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9 months ago  ::  Oct 04, 2012 - 3:56PM #10
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

Actually, I'd probably keep reach at the same damage levels as 2 handers, myself.


Reach balances itself by hosing you if they get in your guard so having at bay balancing the lack of a shield and then a penalty for having someone in your guard kinda evens it out, which tells me that reach weapons should be doing the same damage as any two hander with the reach quality being independant of hands.


Actually, reach ought to be a family of weapons rather than grouped with the hands category. I realise that all reach weapons would be 2 handed by default but it makes more sense.

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