3 Fun Weapon Features for D&D 5e

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You gave great feedback on my old 5e weapon features for damage type, so here are some updated house rules for D&D 5e weapons! ▶️ More below! ⏬
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00:00 dnd 5e damage types should matter!
01:10 new 5e BLUDGEONING feature
03:03 dScryb
03:38 new 5e PIERCING feature
05:36 new 5e SLASHING feature
07:18 Sweeping attacks for all dnd weapons
#dnd #dungeonsanddragons

Пікірлер: 552

  • @BobWorldBuilder
    @BobWorldBuilder Жыл бұрын

    💥 dScryb (affiliate): dscryb.com/?aff=267 ✅ LIKE & SHARE: kzread.infovideos ✅ PATREON: www.patreon.com/bobworldbuilder

  • @vortraz2054

    @vortraz2054

    Жыл бұрын

    I kinda think the Dungeon Coaches rules are better

  • @stepheninglish8576

    @stepheninglish8576

    Жыл бұрын

    Ah the good old days of great cleave.

  • @benjaminholcomb9478

    @benjaminholcomb9478

    Жыл бұрын

    Bob, I got "bot"ed lol

  • @Haxi_The_Jester

    @Haxi_The_Jester

    Жыл бұрын

    Bob the bots have come from the plane of order to attack defend the keep... But seriously someone is pretending to be you botting the comments

  • @sethwilliams7311

    @sethwilliams7311

    Жыл бұрын

    Hey Bob, the bot is messaging about instagram.

  • @lukesams3349
    @lukesams3349 Жыл бұрын

    Bob is that cool uncle who introduced you to D&D in the 80s and is the reason you’re still playing today

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Hahah if I can be the cool internet uncle to somebody out there, that’s amazing!

  • @wkblack
    @wkblack Жыл бұрын

    I love these ideas! I think healing the bleeding condition should only require a DC10 check or one point of healing, otherwise I think that's far too overpowered compared to the other abilities. One idea to strengthen the bloodgening ability would be to have it crippling enemy, like taking out their kneecaps, reducing their speed by 10 or 20.

  • @ruga-ventoj

    @ruga-ventoj

    Жыл бұрын

    I would actually put the slowing effect on blunt weapons can call it Staggering blow or something. You hit them so hard you push them and rocks their body so hard they can't move straight for a round.

  • @digitaljanus

    @digitaljanus

    Жыл бұрын

    I'm even inclined to skip the Medicine check altogether. It's already taking an action to stem the bleeding, that's a huge action economy cost to a low CR monster that probably has a lifespan of 3 rounds anyway, and the effect doesn't scale so most high CR monsters wouldn't even bother dealing with it.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thanks! That makes sense and a reply here about it taking an action is a good point. I think the DC should be lower so it's more of a sure thing if someone's going to spend their action on it. I also interested in the slowing idea, but again, since the issue is that people rarely move in combat, idk if that would be very noticeable in game

  • @afasdfasafd314

    @afasdfasafd314

    Жыл бұрын

    agreed, stoping a wound from bleeding shouldn't be harder that stabilizing an agonizing creature.

  • @cwhiii

    @cwhiii

    Жыл бұрын

    ​ @digitaljanus , Or, here's a thought: If you're proficient in medicine you don't need to do a check in the first place, but if you're not proficient, you do have to do a DC 10 medicine check. So that if you're medically knowledgeable you can just stop the bleeder, whereas non-proficient folks have to fumble around a bit trying to solve the issue, and it make take a few tries to stem the bleeding.

  • @razi0306
    @razi0306 Жыл бұрын

    Bob is great. He makes my day. His smile is what makes the sun shine. And my D&D table owes our fun to his glorious channel. We love you Bob World Builder

  • @nicka3697

    @nicka3697

    Жыл бұрын

    Well said Bob's world is built for all of us!

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    That's incredibly kind! Thank you :)

  • @Jauphrey

    @Jauphrey

    Жыл бұрын

    That ain't even hyperbolic. My Rime campaign is killer because of this dude. I mean, I won't downplay my DM ability, but I know well how much Bob's tips contributed. Appreciate ya!

  • @takanobaierun

    @takanobaierun

    Жыл бұрын

    Before watching his vids, I heard him being called The Bob Ross of DMs... and I find that quite fitting.

  • @nicka3697

    @nicka3697

    Жыл бұрын

    @@takanobaierun Bob Ross was the Bob's worldbuilder of painters.

  • @SpiritOfLion
    @SpiritOfLion Жыл бұрын

    I would make damage from bleeding trigger at the end of creature’s turn IF that creature moved, attacked or casted a spell (extensive movement makes you loose blood). Note that if creature casted a healing spell on itself and removed bleeding, it wouldn’t trigger at the end of this turn.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    This is a good switch!

  • @db5627
    @db5627 Жыл бұрын

    Bob is like that substitute teacher you actually like and enjoy.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Hahah now that’s a compliment!

  • @db5627

    @db5627

    Жыл бұрын

    @@BobWorldBuilder ✌️ appreciate you

  • @apotheosis21
    @apotheosis21 Жыл бұрын

    I really wasn’t enthusiastic when you first started coming up with these. I’m much happier with the revised versions and will probably test a few at my table this weekend.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Awesome! :)

  • @EPICOfficialTeam

    @EPICOfficialTeam

    Жыл бұрын

    Same here! The first ones were inspiring to get me to look at the damage type more creatively but the ones he presented weren’t my style. I like the new ones way more.

  • @jorynagel4214
    @jorynagel4214 Жыл бұрын

    Morning Bob. Hope you have a good day!

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thanks, you too!

  • @ShallieDragon
    @ShallieDragon Жыл бұрын

    I like these ideas a lot. They add some fun, mechanically-impactful flair to each of the weapon types, without being overpowered.

  • @silentverdict
    @silentverdict Жыл бұрын

    Super fun ideas! I think I read somewhere that crit ranges got canned because of the interaction with rolling at advantage. Critting on an 18-20 while rolling advantage means you'd be critting 28% of the time!

  • @adamlangley662
    @adamlangley662 Жыл бұрын

    In regards to the "bouncing hand axe", there is some historical evidence that the Franciscan throwing axe did just that. It was often thrown en mass against groups of enemy troops, and would ricochet around (usually non-fatally) but adding chaos and minor injuries to the formations.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    I'll take it!!!!!

  • @brothertaddeus

    @brothertaddeus

    Жыл бұрын

    Those Frankish axes also had the benefit of occasionally getting stuck in shields, making moving the shield to block/parry much more difficult, to the point where it wasn't uncommon for people to just drop their shield entirely.

  • @ms.aelanwyr.ilaicos

    @ms.aelanwyr.ilaicos

    Жыл бұрын

    @@brothertaddeus Iirc, this was one of the primary purposes of the military use of javelins

  • @evilboy4fr
    @evilboy4fr Жыл бұрын

    Thanks for this! I'm currently home brewing a modern, post-apocalypse game & these will be perfect for adding extra mayhem!

  • @trestyles1331
    @trestyles1331 Жыл бұрын

    One thing I would like all DMs to try is to add more cinematic moments to missed attack rolls. This could mean our characters or the enemies, or even a random event is affected by the low roll, and the target overcomes the attack by doing something cool. I think this makes combat more immersive overall. It helps turn my low roll into something that is still fun to visualize. This also helps me feel like my character is martially skilled, despite a missed attack. It makes the enemies feel more formidable as well, and so then our characters become more vital in the struggles against evil in the world.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Wow, this is a really cool idea for a simple section that could be included in the final product. Just a couple examples or lists of adjectives to use for narrating combat hits AND misses

  • @laserbeampussydestroyer6279

    @laserbeampussydestroyer6279

    Жыл бұрын

    @@BobWorldBuilder Yesss! People constantly forget that characters and enemies have armor and often shields. Armored fighting is more than just having the strength to wear the armor into battle, you also have to know how to keep your enemy's weapons away from your weak points. You can use this to add RP flavor like "you thrust your spear at the enemy's neck, but they hide their throat behind their plate-mail pauldron just in time," or "there is a loud crashing sound as your axe tears a layer of wood off the enemy's raised shield, but they are unharmed."

  • @draknusdesderdus7506

    @draknusdesderdus7506

    Жыл бұрын

    I do this with my campaigns, if for no other reason than to add flavor. But sometimes the players use the description I give to do cool things! I once described an enemy as having raised their shield to block an attack, and the player asked if they could jump on the shield and use their second attack to stab down from that vantage point. Ended up being a super cool moment where I removed the shield bonus from the enemy AC. At the end of the day a creative DM allows players to be creative too!

  • @not-a-theist8251
    @not-a-theist8251 Жыл бұрын

    I definitely like the idea of making damage type matter more but I think the effect of the crusher, piercer and slasher fest should simply be optional rules.

  • @ancientdarkmagic1409
    @ancientdarkmagic1409 Жыл бұрын

    It's so refreshing to see this. Because I honestly am looking for ways to make the weapons in my table feel important to my players.

  • @GameDesignerJDG

    @GameDesignerJDG

    Жыл бұрын

    That reply is a scam bot.

  • @crisisOstrich
    @crisisOstrich Жыл бұрын

    The bleed recovery should interact with a healer's kit in some way, id suggest either: A healers kit is required to dress a wound, but the DC is lower, 10 or maybe even 8 Or dressing a wound is an automatic success if you use a healer's kit, and otherwise you need to meet a high DC (and probably discribe tearing up some of your traveler's clothes to create the bandages)

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    I like auto success with the healers kit!

  • @crisisOstrich

    @crisisOstrich

    Жыл бұрын

    @@BobWorldBuilder more consistent with stabilizing an unconscious creature too right?

  • @bleddynwolf8463

    @bleddynwolf8463

    Жыл бұрын

    i'd actually have DC for dressing a wound be rather low at base, as it isn't actually that difficult. I mean stopping some one from dying is only DC 10

  • @ms.aelanwyr.ilaicos

    @ms.aelanwyr.ilaicos

    Жыл бұрын

    I'd hesitate to make the DC higher, just because I think it makes sense for the rules to account for the very real phenomenon of zoopharmacognosy.

  • @aqacefan
    @aqacefan Жыл бұрын

    Great touch to use different fonts for your slides. It really reflects the history of the rule books.

  • @dirtywhitellama
    @dirtywhitellama Жыл бұрын

    These are more fun than the old ones, might actually remember to use them 🤔

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thank you! :)

  • @Dadaph
    @Dadaph Жыл бұрын

    I love these and will probably be adding them to my next campaign!

  • @ftloc
    @ftloc Жыл бұрын

    Very cool ideas! What i really love is medicine checks becoming more valuable if they are needed to stop bleeding. I'd love to see other less-used checks take on roles to deal with weapon damage, enhancing the gameplay in offense and defense!

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thank you! And that's a good point! Medicine definitely does not come up often since magical healing is so common. Maybe lowering the DC will make it more likely for people to actually use medicine checks haha

  • @ftloc

    @ftloc

    Жыл бұрын

    @@BobWorldBuilder Haha yes, a lower DC would definitely help! It would make it something most in a party could do, but still be a choice to make within combat.

  • @Bluhbear

    @Bluhbear

    Жыл бұрын

    @@BobWorldBuilder Yeah, since you already have to spend a whole action, a lower DC would be nice.

  • @Pretzalcoatl
    @Pretzalcoatl Жыл бұрын

    Love it, boosting martials and giving them a more efficient way to clear through hordes and putting more stress on the type of weapon used

  • @minimoose7890
    @minimoose7890 Жыл бұрын

    Thanks, Bob! You're awesome. I'm going to try these out initially as "boons" from the Dark Powers for players in my Curse of Strahd game

  • @GameDesignerJDG

    @GameDesignerJDG

    Жыл бұрын

    That reply is a scam bot.

  • @HouseDM
    @HouseDM Жыл бұрын

    Hi Bob! Great video! Definitely want to try these out in my game. I think keeping the medicine check at DC 15 for bleeding is fine. DC 10 is waaaaaay too easy.

  • @GameDesignerJDG

    @GameDesignerJDG

    Жыл бұрын

    That reply is a scam bot.

  • @eponatwospirithorse4980
    @eponatwospirithorse4980 Жыл бұрын

    Bob thank you! I saw the video title and almost looked away. In my mind I thought "I don't want to add a greater level of complication to D&D combats" and I was worried that you might be looking to create so many different types of damage for lots of different weapons. Thankfully I trusted my other instinct that says "Bob makes really good videos that I, who have played and GM'ed D&D since 1976 (with a 30 year Hiatus for adulting), always find illuminating" Because I am not good with Tech, I'm going to write all these down on reference cards and introduce to my players at the next session, I know a Barbarian, Monk, Rogue and even perhaps the Deric/Cluid (?) (Cleric1/Druid1) who will appreciate these rules. Though, as I have already implemented the UA Inspiration granted for a crit. rule. This might begin to make crits overpowered.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Haha I really appreciate that trust, and I'll think about changing the title! Also it's really cool to know that someone would take the time to hand write notes from one of my videos! But don't worry, I plan on releasing some kind of playtest PDF after the next weapon video!

  • @eponatwospirithorse4980

    @eponatwospirithorse4980

    Жыл бұрын

    @@BobWorldBuilder I was having a think about these features and I think the best way to add them into my existing Campaign is to regard them a bit like common Magic Items, rather than just immediately upgrade the weapons my PCs already have let them reasonably quickly find them being wielded in encounters with these improved traits, make them feel like genuinely earned reward/upgrades, without doling out genuinely magical kit too soon they are only 2nd, verging on 3rd, level after all. That way my encounters don't have to ramp up dramatically too quickly to cope with magic and the players feel they are getting rewards (Masterwork items?). Win/win!

  • @prosdad6438
    @prosdad6438 Жыл бұрын

    I love these. Thank you for sharing them!

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thank you! :)

  • @MrNyxxyn
    @MrNyxxyn Жыл бұрын

    Good addition to weapon capabilities

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thanks! :)

  • @sethtutt88
    @sethtutt88 Жыл бұрын

    Man I'm gonna slide these rules right into my DCC game, thank you Bob!

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    I'm glad they translate well to DCC! :)

  • @randomcommenter9759
    @randomcommenter9759 Жыл бұрын

    I also made some house rules for my games about these based on your original video! Thanks a load for the inspiration, Bob!

  • @sesimie
    @sesimie Жыл бұрын

    Bob i love this...it brings in some of the nuances of actual combat with weapons. I'd love to add a breaking armor aspect to Maces, Tripping in Quarterstaff fights and binding with cross guards of Swords. Something to ponder!

  • @pedrogarcia8706
    @pedrogarcia8706 Жыл бұрын

    Because of this video I was also inspired to go through the 5e weapons and make each one more unique. I probably didn't do as much work as you're doing, but I do feel like my versions are still improved over the base 5e rules.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    I'm glad these videos were inspiring to you!

  • @pzalterias5154
    @pzalterias5154 Жыл бұрын

    Great ideas ! I'll defenitely try those

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thanks! I'm glad you like these ideas!

  • @soulcleave2386
    @soulcleave2386 Жыл бұрын

    i personally think a critical bludg should be more centered around a headache, disadvanatge on concetration checks, confused for a round, movespeed reduced to half or no reaction speed

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    I'd have to check out the crusher feat again, because I think that offers somehing similar to what you described. Lowering speed makes sense, but my issue is that I already don't see enough movement in combat. Good ideas overall and I will think about this! Thanks!

  • @kaderpotater7
    @kaderpotater7 Жыл бұрын

    You continue to blow me away with extremely well-thought-out conditions and rules, using existing conditions and rules as templates; you simply improve on them. Keep doing what you’re doing, and maybe the whole world will be having fun playing D&D. Well done.

  • @joemacleod-iredale2888
    @joemacleod-iredale2888 Жыл бұрын

    This goes so way to addressing the relative weakness of Martians. Let’s see if I can get my DM to implement these for our upcoming Spelljammer campaign.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thank you! Good luck! :)

  • @ms.aelanwyr.ilaicos

    @ms.aelanwyr.ilaicos

    Жыл бұрын

    Oh cool, Spelljammer introduces Martians? /j /lh

  • @chadliampolley6991
    @chadliampolley6991 Жыл бұрын

    Love all of this. Damage types, modifying weapons too. Also upgrading, or repairing damaged weapons.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thank you! :)

  • @petergammon4458
    @petergammon4458 Жыл бұрын

    After your last video you inspired me to make different combat effects and I came up with a bleeding effect that procs on the max hit of primary weapon damage dice, that requires a con save DC 15 at the start of your turn or you take 1d4 damage, can only be removed by an action, healing or regeneration. And similarly a heavy bleed which made it DC15 con with D8s damage and can only be stoped by healing or regen. Might add an action and DC 10 medicine check to stop heavy bleeding.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Glad you found that video inspiring! :)

  • @lordjalor
    @lordjalor Жыл бұрын

    Hello Bob!! I love the changes you made to these damage types! A strong improvement from the previous version. YOUR SWEEPING ATTACK IS BETTER because it encompasses ranged weapons. I love the design you went for in this version of it! I love the direction this is going in! Keep it up!

  • @The_Crimson_Witch
    @The_Crimson_Witch Жыл бұрын

    If you want to ensure that "Critically Bludgeoning" continues to effect Monsters regardless of whether someone uses the new one dnd rules or not is to either tie it to rolling a 20 on the die rather than critical htis (in which case you might want to change the name) or tie it to both so it still benefits champion fighter's expanded crit range. 1d4 at the start of each of your turns sounds like nothing, but A) that could instantly kill a commoner from a single wound (which doesn't happen very often to people who survive the initial blow) and B) will greatly increase the deadliness of say goblins. Goblins who hide each turn to get advantage in their roll have double the chance to crit, then if they crit a low level adventurer and that adventurer somehow survives, they might instead die of the 1d4 damage and then die from autofailed death saves. This doesn't seem to enhance the enjoyment of the game for me, if anything it makes me as a DM not want to touch monsters with piercing weapons with a 50 foot pole. I would instead lower this to 1 point of damage at the start of the creature's turn. It's not *nothing*, but it gives commoners 20 seconds before they bleed out and makes it harder for players to TPK from piercing based monsters. Or tie this property specifically to player characters, in which case this becomes an immersion issue rather than a balance issue. I have no complaints about the slashing feature, that's pretty cool ngl.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Excellent point about "crits" vs "rolling a 20" and yeah, another commenter said that bleeding should occur at end of the turn so they have a chance to heal it before taking damage from it. To the point about commoners, if they just took a critical hit (the cause of this condition) they're already dead.

  • @nicka3697
    @nicka3697 Жыл бұрын

    With critically slashing could it also allow a free disengage. This would again allow players to move more freely around the battlefield. If you crit on a brute you could spin past andove on to move up to a caster they were protecting and if you have multiattack swing at them too without having to down the brute or risk an opportunity attack.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thanks! I was gonna do this, but thought it would be too powerful. However several comments are saying that slashing feels a little weak by comparison, so maybe that's a nice way to bump it up--and also make it more useful against a single opponent! :)

  • @nicka3697

    @nicka3697

    Жыл бұрын

    @@BobWorldBuilder I don't think it's too powerful you can't control when you crit unless you're a high level oned&d rogue and that's only once a day so often you will already be fighting the opponent you want to hit next.

  • @fayemarie5056
    @fayemarie5056 Жыл бұрын

    I love the additional mechanics. As far as bludgeoning weapons, I like the idea of crits damaging heavy armor (like plate) maybe lowering the enemy AC or reducing their movement, or even stunning the enemy for a round. For the piercing one, I love the concept. I think I would make the bleed effect a bit different by making it a damage die of whatever weapon was used to inflict bleeding (still 1d4 with daggers, etc) and I'd make the DC something like 6 to 8, and add the hit mod for the weapon. Stronger enemies make deeper wounds and all that. I also really love the concept for the slashing one, especially since it involves movement. I kind of already did the sweeping one but I love that it's been put into words. Also I love Chakrams and haven't found a version for dnd that I like. In addition, I think weapons should conceivably be allowed to do different types of damage, like piercing or slashing with a dagger. You could conceivably stab someone with a longsword as well as slash and use the handle for bludgeoning.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thanks! I've been toying with the idea of reducing AC, but I'm still not sure about it. Chakrams are one of a few new weapons we're introducing, and part of our goal is to make it more beneficial to use a variety of weapons in combat, so a few weapons will be getting the ability to switch damage type, but we're trying to limit that

  • @PieCompanyGuitarsdotcom
    @PieCompanyGuitarsdotcom Жыл бұрын

    great stuff Bob... thanks for the ideas

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Glad you like them!

  • @ProfSnowy
    @ProfSnowy Жыл бұрын

    I really love all of the new weapon features you’ve been creating and it’s great that you’re listening to the community as to what changes need to be made!

  • @chessenta3479
    @chessenta3479 Жыл бұрын

    Neat concepts and ideas!

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thank you! :)

  • @benweinberg3819
    @benweinberg3819 Жыл бұрын

    My one critique of these features is the piercing one seems waaay more useful than the slashing one, especially at higher levels. A total 10% chance to crit, one the weapon type most common to all classes (including the rogue who will proc even more damage on those sneak attack crits) AND passive damage--vs taking your limited damage and splitting it when enemies get stronger and fewer in number... The latter I don't think I would elect to use much past the second tier, which is a shame! Also to the point about a deep stab causing more deadly, lingering damage, I think it's about placement. A stab to the chest could certainly bleed out a target, but so could a disemboweling slash to the guts or a blow to the kneecaps comparatively

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Really good point that at higher levels, people tend to use single monsters rather than groups. I think bleeding needs some changes, but then maybe it could also be applied to slashing crits so there's less of a disparity. Alternatively, or maybe together, someone else said slashing could come with a free disengage, and that would make it beneficial for moving out of a single bad guy's melee range!

  • @benweinberg3819

    @benweinberg3819

    Жыл бұрын

    @@BobWorldBuilder thanks for taking time to consider it! Maybe a bleed mechanic can become its own separate feat or fighting style (e.g. surgical strikes?) that could stack with any of the martial damage types on a crit. Or only specific weapons from each type gain that keyword so it isn't something a wizard can do with their humble dagger, but rather a trained assassin or swordsman can pull off

  • @THEPELADOMASTER

    @THEPELADOMASTER

    Жыл бұрын

    Bruh dip 3 levels in champion fighter for an extra 5% chance to crit and your rogue is gonna be fucking up everything.

  • @THEPELADOMASTER

    @THEPELADOMASTER

    Жыл бұрын

    @@BobWorldBuilder why would you divide your single weapon damage roll on multiple targets? Even with a greataxe, the average for a crit is 13. Would you rather deal 5 damage to 3 orcs or kill one? Even in low tier play, dividing damage vs multiple targets is a stupid idea

  • @benweinberg3819

    @benweinberg3819

    Жыл бұрын

    @@THEPELADOMASTER a 3 level dip is way more of a cost-benefit for that kind of gain than just choosing a particular weapon type, though

  • @masksalesman30
    @masksalesman30 Жыл бұрын

    These are super fun ideas Bob! I love your readiness to reflect on prior creations and improve on them. I think these are good ideas of new unique attacks that could be associated with weapons in the new edition. I personally think wotc needs to make the attack action a more involved decision. Have you ever done non-lethal damage with a dagger by cracking the pommel over someone's head? Yep, still piercing damage because dagger. This could be abstracted into basic 'slash', 'stab', and 'bludgeon' (or more) attacks, dealing varying dice of damage like we have now or with unique effects like you've suggested. Each weapon would get one or more attack options. A dagger could potentially have 'stab', 'bludgeon', and 'throw' attack options. Just my 2 cents on how to add just a teeny bit of complexity (but not too much!) to weapons and weapon attacks.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thanks! You're right about alternate damage types but part of our goal is to make it more beneficial to use a variety of weapons in combat, so while a few weapons will be getting the ability to switch damage type, we're trying to limit that

  • @aaronlombard783
    @aaronlombard783 Жыл бұрын

    10 sounds reasonable. Would it be possible to make the "Healer"-Feat more cinematic by allowing characters with it to use a bonus action instead? It would make one great feat even stronger. Maybe someone profiscient with medicine can use the bonus action?

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Great points. Healers kit and feat should provide some benefits

  • @THEN1GHTMAN
    @THEN1GHTMAN Жыл бұрын

    I love sweeping attack, every time one of my players kills the creature they end up just asking if they can damage The creature next to it as they use the weapons momentum having a homebrew rule written for it sounds like a good idea Since you asked about the DC-15 I would leave it but I think it would be fun if regardless of a character skill if they have a medicine kit they can add their proficiency and if they're already proficient in the check a medicine kit would give them expertise.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thanks! Yeah it's such a fun move! And thanks for the reminder about the healers kit!

  • @noeljones9684
    @noeljones9684 Жыл бұрын

    These seem like great ideas to add some actual effects, rather than just flavor. They also appear to be pretty balanced - will have to play them to know for sure.

  • @GameDesignerJDG

    @GameDesignerJDG

    Жыл бұрын

    That reply is a scam bot.

  • @rafaelsiqueira2375
    @rafaelsiqueira2375 Жыл бұрын

    I really like the ideas behind these! But I'd like to add that the slashing feature should have something more, while it's cool to have the ability to spread damage and cut multiple enemies at once, if you're fighting against one foe it does not happen. So it would be cool to add something along the lines of "enemies cut with this strike receive a -10ft speed penalty for a round, and you gain the effects of the Disengage action againt them." Like a sword wound their legs and letting the warrior gain an edge in combat.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Yeah I was thinking about having slashing also lowering the target's AC or something, but couldn't figure out what that would actually look like in game...

  • @ZekariusZetorian
    @ZekariusZetorian Жыл бұрын

    I really like these suggested fixes for making the damage types more distinct, but ... I don't know. Maybe I just see an inordinately low amount of crits in my games, but stuff happening only on a critical hit doesn't feel often enough to make a distinct impact on gameplay choices. That being said, I know these options are going to come alongside your overhaul to weapons overall, so maybe together it will be enough to make multiple various weapons feel useable and interesting. I must say, I really do like idea that piercing weapons are more likely to crit because piercing damage is the most lethal (in terms of real world physics) damage type. You can take a blow to the chest or gut from a hammer; it might break bones, but you can usually live through it. You can take multiple cuts from a sword, unless a major blood vessel is hit, without risk of death. But one single arrow or dagger that slips between your ribs and you're probably dead. Funnily enough, I kind of liked the idea you were using before of having certain effects trigger on an 8 or higher damage roll. I might have changed that number to a 6 for certain effects or even have different effects used different numbers, but I liked that it would come up more often than on a crit. I even liked the idea that certain effects would be more likely / effective on certain weapon types. What's the difference between a Greatsword and a Greataxe? The Greatsword can only proc the slashing effect if one of it's dice rolls a 6, and the Greataxe can do it on a 6, 7, 8, 9, 10, 11, or 12! Ultimately, it seems like the community at large kinda wanted to go the other way and keep most things to critical hits, but (as I said earlier) I don't see combat crits much. I probably talked about this in the previous damage type video, but my current homebrew activates things based on if you roll max damage on your weapon die. More likely to come up on a weaker weapon, but the trade-off is (ofc) the average damage you're dealing per hit. Still, I like the ideas here. Making everything NOT focused solely on melee is a big plus to me, as I love to play rangers, archer monks, and other ranged character builds often. As always, good video. I'll be waiting patiently for the next one. o7

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Yeah it's a really fine line between creating stuff that is fun/powerful and how frequently it should happen in the game. I'm hoping to create stuff that everyone will love, but ultimately I know that as long as many people are inspired by the ideas or tweak them and use them in another way, it's a success! :)

  • @plaidpvcpipe3792
    @plaidpvcpipe3792 Жыл бұрын

    I think that the critical slashing feature combined with carrying “overkill” damage onto the next enemy along can add a lot of great momentum to combat.

  • @GameDesignerJDG

    @GameDesignerJDG

    Жыл бұрын

    That reply is a scam bot

  • @lucaslagiewka1503
    @lucaslagiewka1503 Жыл бұрын

    Forget One DnD, I'm looking forward for the release of Bob DnD

  • @yuvalne
    @yuvalne Жыл бұрын

    I really want a bleeding/wounded condition to exist in general. It could play really well with the cure/inflict wounds spell.

  • @bossdozz
    @bossdozz Жыл бұрын

    Can he Build it? YES HE CAN! Great stuff Bob, I've saved so many documents with tables for weapons and traits for them over the years but all became systems with their own complexities These rules are very streamlined, have room to fill niches or doubling down on effects already available As an Unarmed Fighter I am definitely homebrewing up some Caestus for that sweet Crusher+Critical Bludgeoning I love the implementation of replacing some dice rolls which slow the game down generally and fluctuates its usefulness Specifically the Slasher fit has some great flavor I think it along with Sweeping Attack really amplify the Sword swinging fantasy of cutting through hordes of enemies and sounds so fun! I would throw a massive group of 1hp zombies at the players just to see how fast they can cut through them using this rule

  • @gilbertpatrucco5196
    @gilbertpatrucco5196 Жыл бұрын

    Hey Bob! good video, definitely food for thought. I might not agree with some of these, but got my brainy wheels turning :) I appreciate your videos exactly because of this. Sharing ideas and opening up ways to improve everyone's game. Keep doing what you do!! Salutations from Tampa!

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thanks! Glad you found these ideas inspiring! :)

  • @madmagecrafting
    @madmagecrafting Жыл бұрын

    These are great weapon hacks! I love how you specified and differentiated the mechanics. Liked and subscribed!

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thanks very much, and welcome! :)

  • @twilightgardenspresentatio6384
    @twilightgardenspresentatio6384 Жыл бұрын

    I love it. I do almost this same thing in my games. I also allow most weapons to switch between two or even three damage types with concentration.

  • @josephstone4842
    @josephstone4842 Жыл бұрын

    I REALLY like these! I’m immediately sending this to my group

  • @Mohitmax13
    @Mohitmax13 Жыл бұрын

    Loooove the sweeping attacks. I am so going to introduce this. ❤

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Awesome! Thanks!

  • @nicks4802
    @nicks4802 Жыл бұрын

    SUP BOB! GOOD MORNING!

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Hello!

  • @hyperbolicparaboloid154
    @hyperbolicparaboloid154 Жыл бұрын

    I love these, it adds flavor to martials, it's simple, and differentiates damage types, although it might be a little too powerful for crit fishing builds as a lot of martials do tend to gravitate towards those kinds of builds. Another option is to add mechanics to how each damage type reacts to different types of armor. Of course, this is an entirely different and possibly more complicated system. I can't think of any mechanics on top of my head but the general idea is that certain enemies are more vulnerable/defensive against certain damage types. This would probably result into an AC type mechanic of some sort. For example; Slashing Damage would do extra damage to soft flesh; Piercing damage has an bonus to hit when targetting light armored units; Blungeoning could be more effective at knocking heavily armored enemies prone etc. Hell, why stop there? We could also overhaul the entire AC system where creatures who rely on their dex for their AC has an additional mechanic when hit. The same goes with those who rely on Natural/man-made armor. *That seems complicated enough... but why stop there!? We could even introduce a different type of AC system for spells. We can reduce the randomness of spell saving throws by introducing a magical effect resistance system. Fireballs, dragon breaths, and meteor swarm could still use the old dex saving throws but spells like polymorph can use a different system of "spell saving throws" which scale on the caster and target's class features, level, spell level, arcana stats etc.* *Oooh! Oooh! With magical effect resistances, we could possibly introduce a contested arcana check to prevent counterspell wars.* *But with this logic, since wizards have high arcana stats, they would gain advantage over casters who uses a different stat for spellcasting, right? Well, not if we make an entirely different magic-related stat that scales on the classes' main stat! And then use that stat to influence spell saving throws, contested magic checks, and magic effect resistance.* *Magical effect resistance can even replace legendary resistances! Now you won't be annoyed if an enemy suddenly succeeds on a powerfull spell you just casted because now it always has a small chance to take effect. Legendary resistance can probably make it so that if a caster somehow bypass through a creature's magical resistance AC, they can make a spell saving throw against the caster's spell save dc to nullify the effect.* *BUT WHY STOP THERE!?!?!? If you look closely, a lot of magical piercing, slashing, and blugeoning damage is only either magical for the purpose of overcoming immunities or only has a boring +1 to hit. WHY NOT INTRODUCE A DIFFERENT EFFECT!?!?!? AN ENTIRELY NEW SYSTEM BUILT SOLELY FOR MAGICAL WEAPON ATTACKS!?!?* *SINCE WE MADE IT THIS FAR, SHOULD WE REALLY STOP NOW!? WHY NOT PUT AN END TO THE SPELLS THAT RELY ON THE DM? LIKE WISH, ILLUSIONS, OR CONJURE ANIMALS!? WHY NOT ADD A KARMA SYSTEM WHERE DEPENDING ON YOUR KARMA LEVEL, THOSE SPELLS CAN EITHER TURN AGAINST OR TOWARDS YOUR FAVOR. OF COURSE, THIS DOESN'T MEAN EVIL PCS GET A DISADVANTAGE CAUSE WE COULD MAKE IT SO EVIL-ALIGNED PCS GET BETTER KARMA IF THEIR ACTIONS MATCH THEIR ALIGNMENT!!!* edit: (1 night later) *I JUST HAD A EUREKA!!! WHY NOT MAKE IT SO INJURIES DEPEND ON WHAT DAMAGE TYPE HURT YOU THE MOST!?*

  • @NotThereImSquare

    @NotThereImSquare

    Жыл бұрын

    I love how this started out as an extra flavor to weapon attacks and AC then slowly escalated into complex magic armor class systems.

  • @nickroyer3893
    @nickroyer3893 Жыл бұрын

    These are excellent! I'm running 2 campaigns right now and was looking for some new buffs to martials. The bleeding concept using wounds is already really similar to my home rule of d4 at start of turn, medicine check dc10 to stop. Thanks for good advice as always:)

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Great minds think alike! haha

  • @Ghost_in_the_Rain
    @Ghost_in_the_Rain Жыл бұрын

    I also have homebrewed rules for bleeding, but instead of saying "the target takes 'x amount' of piercing/whatever kind of damage at the start of each of its turns", I use the wording "the target loses 'x amount' of hit points at the start of each of its turns"; this way bleeding bypasses damage resistances all together.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    That's a nice adjustment! I'm trying to use official-sounds 5e language though, and I feel like they always include a damage type. I could be wrong about this...

  • @Ghost_in_the_Rain

    @Ghost_in_the_Rain

    Жыл бұрын

    @@BobWorldBuilder There are a few monsters that use this wording; the Bearded Devil's glaive attack, for instance!

  • @masonian
    @masonian Жыл бұрын

    Very cool ideas, and I appreciate the variety in damage type benefits to expand the design space (e.g. expanded critical for piercing vs. proccing on a crit for bludgeoning). One thing I'd point out is the expanded critical hit range wording benefits a level 3-14 champion fighter, but overlaps with their 15th level ability Superior Critical. Having tinkered with crits and the champion subclass extensively in my games, I ended up using wording along the lines of "your critical hit range is expanded by 1" instead of "you score a critical hit on a roll of 18-20". This allows more design space to tweak critical hit ranges while including the champion in the benefits (which they need).

  • @kophicekophice
    @kophicekophice Жыл бұрын

    I really like the features this time, last time the features have feeled overcomplicated but now they are simple and fun, well done Bob. But I have some suggestions, the extended crit range for all piercing weapons is OP. If this apply to only a few underpowered pierce weapons like the Trident or the Warpick it would be ok but not for every piercing weapon. The Sweeping Attack i have homebrewed exactly as you described and in this way have a "flaw" this make rogues too powerful so i changed to this apply only to attack's made with strenght and this balanced a bit 5e where Dexterity is the best ability score of the game.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    For now, I like the extended crit range on piercing, but great point about rogues and the sweeping attack. Did it have a big impact with or without movement? For my sweeping attack, the attacker cannot move to new opponents (that's only with the slashing crits)

  • @kophicekophice

    @kophicekophice

    Жыл бұрын

    Without movement. Cunning Action make easy for a rogue to get a good position with reach to multiple enemies for the sweeping attack. And i think this goes against the ideia of sneak attack and finasse fighting which usually is to hit that little spot where really hurts or hit that little gap in the armor, not swing wildly you weapon decapitating 2 or 3 targets with a single attack.

  • @ditrixgenesis781
    @ditrixgenesis781 Жыл бұрын

    I do appreciate these rules a lot better.

  • @sper1585
    @sper1585 Жыл бұрын

    Love the ideas, helps me come up with or tweek my own. I'll have to discuss damage carrying over to another target with my group. Right now we use excessive damage for allowing more intimidating or inspiring kills.

  • @mathildaeve7855
    @mathildaeve7855 Жыл бұрын

    I am totally using these!

  • @---TylerDurden---
    @---TylerDurden--- Жыл бұрын

    Yeah, another weapons videos.

  • @andrewgross144
    @andrewgross144 Жыл бұрын

    I really enjoy all of these, but I have one thought on sweeping attack. Having already carved through one or two creatures, it would probably be slower and mor difficult to hit/pierce another creature. So my thought is that after one or two enemies, the enemies AC goes up temporarily for the rest of the attack, and repeats every time that threshold is met.

  • @nassirahmad4873
    @nassirahmad4873 Жыл бұрын

    I love this! I’m going to implement it in my game! ❤️

  • @NekuZX
    @NekuZX8 ай бұрын

    I really love these. They are simple, elegant, and easy to remember. Personally I could go without the bleeding rule, even if its only the player keeping track of it. The extra crit range is pretty cool enough.

  • @lilyofluck371
    @lilyofluck371 Жыл бұрын

    When I DMd for my family I had this house rule thing that I would do. Any damage left over would find itself to the next closest creature. Usually through incredible amounts of luck. (Ie: a bone from the skele you just killed flies of and hits another skeleton in the face). This sped up fights (which, especially for lower levels, can be excruciatingly slow. You can probably tell my favorite part is roleplaying.)

  • @Abelhawk
    @Abelhawk Жыл бұрын

    I've been playing Assassin's Creed Origins lately, and I love how they make each weapon type feel completely different, even though the same weapons in 5e would just be scimitars, glaives, maces, shortswords, and mauls.

  • @GrandLordGeek
    @GrandLordGeek Жыл бұрын

    These are all pretty great! I’ll definitely make use of the sweeping rules for my montantero style fighter

  • @GameDesignerJDG

    @GameDesignerJDG

    Жыл бұрын

    That reply is a scam bot.

  • @thomasray9368
    @thomasray9368 Жыл бұрын

    I was inspired by your previous video to make special options for each type of damage to make weapon choice more meaningful. They were complicated like your previous mechanics, and after talking with some friends decided to make them simpler. Here's what I came up with: Cleave: If an attacker uses a slashing weapon to reduce a creature no more than one size larger to 0 hit points on their turn, any excess damage may be carried over to another creature in range, so long as the original attack roll would hit the new target. Smash: If an attacker makes a critical hit against an enemy no more than one size larger with a bludgeoning weapon, that enemy becomes dazed, and has disadvantage on the next d20 Test it makes. (Borrowing some ONE D&D terminology) Impale: The damage from piercing weapons is not halved if the attack roll equals the target's AC. (I have a house rule that if the attack roll equals the target's AC, the damage of the attack is halved.) I think these work well because 1) each feature is simple and doesn't bog down the game with more math, 2) each happens on a somewhat rare occurrence, and 3) each synergises well with the classes that normally use those types of weapons. (Barbarian's greataxe hacking through several minions, Cleric's mace helping debuff an enemy, and a Rogue's dagger still doing major damage as it slips inside the armor.)

  • @Magnus2dead
    @Magnus2dead Жыл бұрын

    I love these features in general, we need some mechanics to feel the difference between weapons! I think even bringing the expanded crit range and multiplier would be great for the game. I would also just give martials the whirlwind attack and volley features from the hunter or make them half feats, I don't see why they would be restricted to a hunter ranger over a fighter. All of that would help martials with options that just feel right. Keep up the great work!

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Nice ideas! Thank you!

  • @tntori5079
    @tntori5079 Жыл бұрын

    Great Ideas! I'm going to try them our in our next combat!

  • @DigitalinDaniel
    @DigitalinDaniel Жыл бұрын

    What about... For the quarterstaff, or any Monk-ish staves: When used two-handed you gain Advantage on Reflex saves.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    There's something similar coming in the next weapon video!

  • @marcbecker1431
    @marcbecker1431 Жыл бұрын

    This is effectively critical specializations from PF2e, which are a great feature, if a touch restricted, since you need to be more than proficient to get the bonus. However, pretty much all weapon-focused classes unlock critical specializations.

  • @EPICOfficialTeam
    @EPICOfficialTeam Жыл бұрын

    I like these reworks a lot more then the first run. I was inspired by the first ones but didn’t feel like they fit my dm style but these new ones are simpler and inspiring to test with my players. Good job

  • @backonlazer791
    @backonlazer791 Жыл бұрын

    Alright, I have some thoughts about these. Because I know how difficult designing is, and since I think iterative design is key to good product, I will give my opinion and some lighthearted criticism: *Critically Bludgeoning.* I think it's fine and situationally useful. My main gripe with it would be how unreliable it is. If you really have to move someone, shoving them would be far more reliable. In some cases moving a creature might have no benefit at all. *Critically Piercing.* I like it overall. Maybe lower the DC to cure it or make it scale with proficiency. It's a bit weird that the bleeding is piercing damage, since I think necrotic would make more sense since creatures that are immune to necrotic usually don't have blood anyway. *Critically Slashing.* To be quite frank, I don't like it in its current form. Focusing damage on a single target is much more effective than spreading it amongst multiple targets. Additionally, with cleaving already being a part of the changes you're making I don't see how this is a benefit unless the targets also take additional damage, or at minimum if there's only a single target within range that target should take extra damage, otherwise this would be useless against single targets. So yea, my rating for these features are: 1st place. Piercing 2nd place. Bludgeoning 3rd place. Slashing

  • @backonlazer791

    @backonlazer791

    Жыл бұрын

    I'm seeing a lot of people mentioning how tying these to crits only doesn't change much, so I'll suggest that these effects should also trigger when you roll max damage from you weapon damage die/dice. This would also give weaker weapons a boost!

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thank you for this breakdown! I'll just say that I originally had necrotic damage on bleeding but as a small group, my team and I decided it felt wrong--especially after reviewing the 5e definition for necrotic damage: "Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul." It just doesn't work for a simple bodily function.

  • @backonlazer791

    @backonlazer791

    Жыл бұрын

    @@BobWorldBuilder Fair enough, although every feature I've seen that deals with blood is necrotic damage, or in some cases it just says the target loses hit points, such as the Horned Devil's tail attack which causes an infernal wound which reads: "must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) *hit points* at the start of each of its turns due to an infernal wound."

  • @ReserCatloons
    @ReserCatloons Жыл бұрын

    I absolutely love the bludgeoning feature! Movement in martial combat is something 5e is really starved for. Also, I think the piercing feature is really neat, but I do think the medicine DC should be lowered to 10. I'm just thinking about how it would be easier to stabilize someone than dress a wound while they're still conscious. Then again, I don't anything about medical practices.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Thanks! Yeah It seems like many people agree that should be lowered to 10

  • @brd_exe
    @brd_exe Жыл бұрын

    I really like the concept of these :) I’ll probably start using these features in my games from now on. I do think that piercing being able to crit on 19 AND inflict wounds that require both an action and high DC is overpowered. I’ll probably change that to only the wound part. Great video though, thanks for the awesome content

  • @drewnieffenegger
    @drewnieffenegger Жыл бұрын

    Playtesting these asap. Party seemed excited when i gave them the cliffnotes on the new system

  • @fynnkessels2488
    @fynnkessels2488 Жыл бұрын

    Hey Bob, it might be better for the piercing feature to be worded "the minimum unmodified attack roll for a critical hit decreases by one" as there are features that already allow crits on a 18 (very high level Champion Fighter if I remember correctly)

  • @UriahNeveah
    @UriahNeveah Жыл бұрын

    You could tie the DC of addressing a bleeding wound to to your Strength or Dexterity + Proficiency Bonus, or it’s damage by increasing a dice when going up in proficiency. I could also an optional defensive bonus to the slash to give it a very aggressive vs. very disciplined feel, likewise with the bludgeoning, it could move something or give disadvantage like the poison condition for a round. Seems like the sort of thing that could go both ways too, so, fun for players and the DM.

  • @Ramen10420
    @Ramen10420 Жыл бұрын

    A half handing feat could turn a greatsword into any of the three types and maybe to make it worth taking, tie in extra AC if you take it since you can use your 2-hander as a shield, or maybe if you take melee damage, you can use your attack of opportunity against the attacker.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    Very true, but part of our goal is to make it more beneficial to use a variety of weapons in combat. A few weapons will be getting the ability to switch damage type, but we're trying to limit that

  • @TrollFace-ty1fe
    @TrollFace-ty1fe Жыл бұрын

    The bleeding condition should require a Medicine check equal to half the damage you dealt when the creature got the condition. This would balance itself out because Crit's are supposed to give you a bunch of damage and half that would give you a moderate number and it would give extras meaning to the amount of damage you dealt. This would mean keeping track of different DC's for different wounds if the player Crit on the same creature more than once and that might become tedious at times.

  • @havocsheart
    @havocsheart Жыл бұрын

    If I am recalling correctly, I think the Sweeping Attack thing is actually already an optional rule in the DMG. It's something like Damage Follow through.

  • @vapypr

    @vapypr

    Жыл бұрын

    It is a Battle Master maneuver but the extra damage is equal to your superiority dice roll

  • @nicka3697
    @nicka3697 Жыл бұрын

    For me I think the Cleaving through creatures rule in the DMG is good if you remove the word undamaged from every part of the rule but specify that the melee attack must be made with a slashing or bludgeoning weapon (ie not a stabby dagger, teeth, horns or hooves). The ranged attack multikill should only apply to piercing weapons and require a crit plus the sharpshooter feat.

  • @gamewrit0058
    @gamewrit0058 Жыл бұрын

    Yes, love your Critical Bludgeoning feature description! Yes, I think a DC 10 for binding wounds is better than 15; if you're already an adventurer with weapons, you don't need to be a healer or highly educated to put a simple bandage on that will last the duration of a fight, imo. Also like your piercing, slashing, and sweeping descriptions. Definitely sharing this vid.

  • @Sagnak91
    @Sagnak91 Жыл бұрын

    A friend and I created a dynamic movement supplement pdf to address exactly the issue you stated at the beginning of the video about static combat

  • @shanehiggs1779
    @shanehiggs1779 Жыл бұрын

    Digging the bleeding rule. Depending on the physiology of the creature, it would work for slashing damage as well - thinking humanoids mainly, as arteries lay just under the surface in several places

  • @jonahgourlay7562
    @jonahgourlay7562 Жыл бұрын

    Love these features so much, they add some much needed impact for weapon damage types. I although I really like the Critically Bludgeoning feature it has lots of overlap with other existing rules in the game (i.e. crusher, shield master feat) so I was thinking about different ways we make it unique. I came up with a winding feature which they can't use reactions until the end of their next turn, and I was also thinking about some way to knock enemies into each other, impacting both. Would be interested to hear what you and everyone else thinks of these ideas

  • @Tysto
    @Tysto Жыл бұрын

    I’ve chosen to say you get a weapon effect on a natural 19 as well as a critical hit. Piercing just does +2 damage. Bludgeoning knocks a smaller opponent down & a similar sized opponent back 5 feet. Chopping rends the opponent's armor or hide, causing it -2 to armor class. Some weapons have a hook effect, which yanks the opponent off-balance and causes them to lose an attack (or unhorses a mounted opponent). Most weapons have two effects you can choose from after rolling the attack. Axes have chop & hook. Swords have pierce and (except short sword & rapier) chop. Hammers have bludgeon & pierce (a warhammer is backed with a spike). Picks have pierce & hook. Maces have bludgeon only but get +1 to damage. Flails have bludgeon & hook. Polearms have chop, pierce, & hook.

  • @thepizzaman6310
    @thepizzaman6310 Жыл бұрын

    I made a magic item, which allows a caster to change a spells damage type to slashing when they cast it, or use the regular damage type, and the spells would take on the appearance of white, spectral slashes (Name was bladefoot amulet btw). It is intended to allow a caster to overcome a resistance of an enemies. I'm also planning on making a variant for every damage type, including psychic.

  • @Emanemoston
    @Emanemoston Жыл бұрын

    Thanks for the video.

  • @BobWorldBuilder

    @BobWorldBuilder

    Жыл бұрын

    My pleasure!

  • @couver73
    @couver73 Жыл бұрын

    So I had a cool idea for a weapon property that can theoretically deal any physical damage. This can apply to blades, axes, or others. *Variable.* When you hit with a melee weapon that has this property, the attack can deal bludgeoning, piercing, or slashing damage (your choice). For example, a longsword deals bludgeoning damage using its pommel, or a greataxe with piercing damage using its pointed tip.

  • @AlexPBenton
    @AlexPBenton Жыл бұрын

    Pathfinder already has Comte involved weaknesses/resistances, so instead of tying these effects to damage type crits, it’s based on weapon-type crits which can be unlocked with a variety of feats and class features. For example, critting with a Bow while you have Bow Weapon Critical Specialization means that the target is immobilized until they remove the arrow, while critting with a Club knocks the enemy 10ft away from you.

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