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.
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.
Character Sheets Reference Sheets Set of Dice
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)
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 DamageShow
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.
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.
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.
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.
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.
I still think puncturing is too mean; you potentially reduce the AC of the whole party by 2 for the duration of an adventure. I'll try it as is and see how it pans out though.
I'd appreciate it. I have trouble imagining a "puncture" that doesn't have long-reaching effects. Picks were intended to rip arat armor to get to the soft squishy kinght inside.Giving picks a +2 vs. armore dopponents doesn't have the pizzazz of the other weapon types and isn't triggered off the forfeited disadvantage.
Mace... could do something like give the enemy disadvantage for one round if you hit with a 16+ for instance. Given the non-stackability of disadvantage and how it can be cancelled by advantage that isn't a HORRIBLE debuff, but it is a good simple one that will often make a difference. I'd call it 'stunning'.
I don't think disdvantage should be imposable with anything less than an entire action.
I don't see any barriers to allowing the mace special move being a sacrifice in damage in exchange for inflicting disadvantage. I don't entirely agree that disadvantage is so bad that you have to sacrifice an entire action for it. After all, you're giving up your advantage to do the attack in the first place.
You could choose to inflict minimum damage to stun them and impose disadvanatage on that character until the end of their next turn? That way, you're giving up your advantage bonus and also doing less damage. Make it so they can't crit either.
Family Benefits 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's familial feature (other than shields and unarmed), you must choose to lose advantage on the attack roll when you have advantage with no offsetting disadvantage, 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: Weapons in this family are "brutal". A hit is treated as a critical hit.
Blade: Weapons in this family are "deflective". On a hit, the target takes damage as normal, and, if the target makes a melee attack against you with its next action, it inflicts no more than half-damage.
Bow/Spear: Weapons in these families are "piercing". On a hit, the target takes damage as normal. Unless your target is larger than you, the creature you hit is also immobilized until the end of its next turn. If you immobilized the target with a melee attack, you may use your next action to maintain the immobilized condition until the end of your next turn. If you immobilized the target with a melee attack and move (or are moved) out of reach of the target, the immobilized condition immediately ends.
Crossbow/Pick: Weapons in these families are "puncturing". On a hit, the target takes damage as normal. The armor of the creature you hit is also subject to a condition called "punctured". Attacks that target AC against a creature wearing "punctured" armor are made with a +2 power bonus. At the DM's discretion, creatures that are made of stone or metal (such as some golems) may also be subject to the "punctured" condition. The condition ends on armor, when it is repaired (which requires a functioning smithy and costs gp equal to one-quarter of the cost of the nonmagic version of the armor). The condition ends on a creature when the creature is restored to full hp.
Flail: Weapons in this family are "grasping". On a hit, the target takes damage as normal. Unless your target is 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.
Hammer: Weapons in this family are "toppling". On a hit, the target takes damage as normal. Unless your target is larger than you, you also push the target five feet away from you and knock it prone.
Mace: Weapons in this family are "battering". 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 not weild multiple shields. Great shields (great shield) allow you to use an action to transfer your shield bonus to one adjacent creature until the end of your next turn, as long as the creature does not move in the interim. Tower shields (reach shield) extend the AC bonus to creatures adjacent to you if you use your action to wield your shield. As set forth above, bucklers (close) allow you to hold a thrown weapon in that hand.
Unarmed: These weapons can always be used in close quarters. In addition, your fist (closeunarmed) cannot be disarmed, but a successful fist (closeunarmed) attack on any creature with a touch attack (such as most oozes) will also be treated as if the creature had successfuly touched you. A monster's attacks are always considered to be unarmed attacks, unless they are with a weapon. You can wield any weapon with a shorter length than your unarmed weapon. (Thus, you cannot wield a close weapon in a hand with a cestus (short unarmed), and cannot wield a close or short weapon in a hand with a gauntlet (long unarmed).)
The only ones I'm not crazy about is crossbow/pick. I agree puncturing may be too strong.
I've amended my initial post to include the new weapon family scheme. I'd still like a better benefit for pikes/crossbows. Also, I'd love to include a "pole mace" and then breakout staff into a new family.
hmm a polearm with a mace head.. Well, the morning star is classed by some historians as a polearm, but D&D doesn't and I've only heard that from one or two quarters so I tend to think they're either in error or they're talking about something else.
You could just make one up. "Dire Mace" or something. The lucern hammer is the only bludgeoning polearm that I can think of.
Do maces and hammers need to be separate groups? Maybe make a "hafted" or "blunt" group, with the same effect. My suggestion is to give this group "rattling", with the effect is having the target have disadvantage on all attack rolls and ability checks until after its next turn.
I am both orderly and instinctive. I value community and group identity, defining myself by the social group I am a part of. At best, I'm selfless and strong-willed; at worst, I'm unoriginal and sheepish.
You could just make one up. "Dire Mace" or something. The lucern hammer is the only bludgeoning polearm that I can think of.
If I were to make one up, I think I'd just go with "Polemace". I envision something like this weapon from Matrix 2 (the actor is choking up on the weapon -- there's like another two feet of shaft on the other end, being blocked by Keanu). Anybody know what that weapon is called? I have a feeling it was invented for the movie.