Combat Reforged | Weapons Rework for D&D 5e

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How to Spice Up Weapons in Dungeons and Dragons with a New Weapon System! D&D Weapons are very simple but limited in utility and choice. I am here to give you a TON of Homebrew Weapon Options for D&D 5e ⏬ More Content ⏬
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Пікірлер: 344

  • @TheDungeonCoach
    @TheDungeonCoach2 жыл бұрын

    Get the FULL PDF with ALL the Weapons + Armor + Shields 💜 Become a Patron: www.patreon.com/thedungeoncoach

  • @jozefkozon4520

    @jozefkozon4520

    2 жыл бұрын

    Good job. Especialy Sinse WotC tend to nerd over spells, and treet marshal stuff as afterthot. I also started recently doing sometching symilar, however I'm using real life egzamples as my baseline, insted of the rules of concurent 5e, becouse it is just sad, if if our modern olimpics level (Arguably 9 or 10 lovel in game) dwarfs level 20 no magic marshals several times over. My focus is on class baseline itself and scaleing of atributes.

  • @T33NYN3

    @T33NYN3

    2 жыл бұрын

    What level of patron do I need to be to access this pdf?

  • @rayswift5711

    @rayswift5711

    Жыл бұрын

    ​@@T33NYN3 second​

  • @Stone_Orchids

    @Stone_Orchids

    9 ай бұрын

    I expected something mediocre and I was not dissappointed

  • @Calebgoblin
    @Calebgoblin2 жыл бұрын

    This might be my most wanted content from the coach. Weapons and armor feel so lackluster to me in 5e, like there is no real elegance, no blend of agency and optimization

  • @TheDungeonCoach

    @TheDungeonCoach

    2 жыл бұрын

    Thanks Caleb! I feel like weapons and armor are a HUGE part of the game and definitely felt flat to me :)

  • @crankysmurf

    @crankysmurf

    2 жыл бұрын

    WotC decided to drop a lot of supplemental rules from 3.5E to make 5E more streamline and accessible -- previous editions' weapons and armour had more variety and options. If anything, 5E is more like OD&D than 1E to 4E rules, which gave players more options with skills, feats, armour and weapons.

  • @deaneb-w4852
    @deaneb-w48522 жыл бұрын

    The Dark Eye system has a much better weapon system, but of course its much more crunchy than 5e. Dark Eye also has a great condition system. Oh those crunchy crunchy Germans.

  • @EVER_PRINCE
    @EVER_PRINCE2 жыл бұрын

    I actually created a secondary attack method for all weapons as well as a special property for every weapon. For example Long Swords have a alternate attack of a lunging attack of a 1d4 as a bonus

  • @Johnny0Masters

    @Johnny0Masters

    2 жыл бұрын

    I went a similar route aswell, adding an extra contextual something to use with a bonus action. I feel It adds options and use for everyone specially non-optimizers so nobody wastes a bonus action while not making existing features more powerful.

  • @gerritiglejansma5719

    @gerritiglejansma5719

    2 жыл бұрын

    keep in mind with how many class/skill etc features are currently in the game doing an extra 1d4 would be useless most of the time over class abilities

  • @EVER_PRINCE

    @EVER_PRINCE

    2 жыл бұрын

    @@gerritiglejansma5719 the example Of the Longsword attack was meant to be a special ability where you can make this melee attack and gain -2 Armour penetration (meaning Critical Hit ratio increases) as Long Sword lunges were meant to do exactly that against Armour

  • @YourBoyNobody530
    @YourBoyNobody5302 жыл бұрын

    I would add feats that allows a person to specialize in a specific weapon, so if you want to say specialize in the great axe you can get certain benefits only while wielding a great axe.

  • @TheDungeonCoach

    @TheDungeonCoach

    2 жыл бұрын

    I totally see that, kinda like a "super proficiency" I see it

  • @YourBoyNobody530

    @YourBoyNobody530

    2 жыл бұрын

    @@TheDungeonCoachKinda, but it is meant to represent your training and mastery over one specific type of weaponry an expertise your you could say.

  • @Battleguild

    @Battleguild

    2 жыл бұрын

    The Executioner: Requirement: Proficiency with Great Axes - Whenever you attack and hit a creature that is prone, add an additional weapon damage die. - You gain an additional 2 bonus damage against humanoids when you hit them with your Great Axe. - You have advantage on Intimidation (charisma) checks while you are wielding a Great Axe.

  • @dxgypsyful

    @dxgypsyful

    2 жыл бұрын

    This is just one of the reasons I miss 2e.

  • @neisan92

    @neisan92

    2 жыл бұрын

    It would be even cooler if taking a feet gave you expertise in that weapon type. Like a Warhammer user adding double or even just half prof on hit chance. or maybe just build that into the feat as a flat "+ whatever+ to hit if that's too OP. + what ever to hit if that's too OP. It's Odd to me that you can gain expertise in skills and some tools, but not is weapons.

  • @jasonbarnett9565
    @jasonbarnett95652 жыл бұрын

    I really like these ideas. However, I'm hesitant to add too many rules on top of 5e. I've played since the original D&D basic version. IMO, 3.5 was the best edition of D&D, but it was too rules-heavy; leading to long combat sessions. 5e is a good balance of rules and game speed. Still, I like the idea of fixing the broken weapon system, just in a simpler way. Maybe bring back speed factor (AD&D)... I'm kidding

  • @johnathanrhoades7751

    @johnathanrhoades7751

    2 жыл бұрын

    Speed factor definitely did NOT speed up gameplay 😄

  • @peatmoss4946

    @peatmoss4946

    2 жыл бұрын

    @@johnathanrhoades7751 help sometime who goes first....last...some middle .

  • @MedievalFantasyTV

    @MedievalFantasyTV

    2 жыл бұрын

    Speed factor is unironically one of my favorite rules. I use it on my table. Makes weapons distinct.

  • @jasonbarnett9565

    @jasonbarnett9565

    2 жыл бұрын

    @@MedievalFantasyTV It does. It just becomes cumbersome for many DMs. If I recall correctly, speed factor was applied as an initiative modifier. If used in that way, switching weapons during combat would shift the character's initiative order. That concept can be a handful for less experienced DMs. It reminds me of keeping track of initiative in 3e based on varying conditions.

  • @thecharmer5981

    @thecharmer5981

    2 жыл бұрын

    There are speed factor rules in D&D 5e that alter initiative based on what you’re doing, but they are simple and optional in the DMG

  • @letskatedawg
    @letskatedawg2 жыл бұрын

    i would allow hammer wielders to also gain the bonus damage against creatures with carapace or natural plate-like armor i.e. crocodiles, large insects, etc.

  • @mosthvaathe547
    @mosthvaathe5472 жыл бұрын

    I love using extra reasons to hold certain weapons. The only downside here is keeping track, I see a lot of players forgetting about these. But that’s only a minor issue I think.

  • @DDCRExposed
    @DDCRExposed2 жыл бұрын

    I certainly like the crit effects based on the weapon type. Neat!

  • @angryman2406
    @angryman24062 жыл бұрын

    Dude I like this a lot. It's just crunchy enough to give you some flexibility but light enough to remember on the fly. Nice!

  • @LordOz3
    @LordOz32 жыл бұрын

    Every time I think about doing something like this, it falls back to the see-saw of crunch versus complicating (and slowing gameplay). As a DM, I learned to hate bleeds after I gave a character a weapon that inflicted them. It was one more thing to keep track of, one more thing to note every round which took time (he liked to tag as many targets as possible with the bleed effect), ugh. I like the notion of types of weapons having different crit effects, the trick would be to keep it from being a hassle to remember and adjudicate in play. Now to check out the armor video you mentioned, as I also think armor is boring.

  • @crankysmurf

    @crankysmurf

    2 жыл бұрын

    The armor system was in 3.5E already. WotC simplified rules, especially from 3.5E because it was getting cumbersome with all the stack modifiers. My issue with Dungeon Coach is that he admits he has never played 3.5E/Pathfinder because if he had he would know that a lot of the homebrew rules he presents are just older 3.5E rules that WotC decided to drop to make 5E more streamline and accessible. If you want more options check out the 3.5E SRD.

  • @swaghauler8334

    @swaghauler8334

    2 жыл бұрын

    Check out how The Design Mechanism's MYTHRAS handles Special Effects. You are right about Bleeds being a major pain. I like RuneQuest's method of Impales and Slashes where the weapon got stuck in the body and could be left there to inflict added damage whenever the target moved. This would also deprive the attacker of their weapon (unless they did a STR check to pull it back out) so everyone carried a spear, sword or axe, and a dagger just in case. It's a good thing that those effects occurred on a special roll (usually 20% of what was needed to hit), so they didn't happen all the time.

  • @KaleDavid
    @KaleDavid2 жыл бұрын

    I'm here for it coach! We're putting a lot of the PDF into a couple of my games! =)

  • @TheDungeonCoach

    @TheDungeonCoach

    2 жыл бұрын

    That’s awesome! Makes my day when I hear stuff like that!

  • @albiegato
    @albiegato2 жыл бұрын

    If you categorize all the weapons in the PHB, you can get 11 categories: - Clubs - Axes - Blades/Swords - Hammers - Polearms - Whips - Nets - Crossbows - Bows - Slings - Darts I also like the idea of when a character gets a weapon proficiency, they get proficiency for a weapon category instead of just one weapon (e.g. gain proficiency for martial hammers when you already have proficiency for simple hammers).

  • @sanderpio8234
    @sanderpio82342 жыл бұрын

    You can also read more of the 2nd ed. Weapon options. There also speed is different per weapon. Like slashing with a big sword takes more time than stabbing with a dagger. Also look for ‘bloodied’ in 4th ed. With some more options i realIy liked. Keep on going with this great video’s.

  • @snarkback

    @snarkback

    2 жыл бұрын

    It kind of balances the thought needed for martial characters as spell casters and opens up their utility imo.

  • @FrostSpike
    @FrostSpike2 жыл бұрын

    I like the idea of this, but I suspect it'd be quite a lot of overhead to manage especially in large combats when everyone (including the "monsters") were using weapons modded like this - this sort of thing was in 1e and 2e (to a lesser extent) with weapons types vs. armor modifiers and most people dropped it as it was just too cumbersome to run. With all of these additional rules - and I do like crunch - the sort of audience for them might be interested in looking at how Mythras (the old RQII rules) works where this simulationist feel is baked into a gametested ruleset and put into a D&D world with the Classic Fantasy add-on.

  • @rayswift5711

    @rayswift5711

    Жыл бұрын

    I agree about the managing part. However, I wouldn't give my monsters these items properties. Instead, I would find other, more basic ways to toughen 'em up (more HP, stronger attacks) and leave the players the job of following the special rules. I don't think that's a lot for a martial class, if we compare them to casters, and it does add fun for the players. Naturally, I would ask the players if they want this first.

  • @SophiaAphrodite

    @SophiaAphrodite

    7 ай бұрын

    Make damage type feats instead. So only bosses could have it

  • @achimsinn7782
    @achimsinn77822 жыл бұрын

    IMO if you do a system where the different damages like bludeoning, piercing and slashing are more distinct from each other. gicing swords the property of being able to deal two types of damage could be an interesting trade. Players might want to pick swords over axes because of the additional versatility. I personally would also make different types of armor have resistance against either bludgeoning, piersing or slashing damage - that alone would add a lot of tactics to the choice of weapons as the players then would need to consider the armor of their opponents.

  • @przemysawjozwiak144

    @przemysawjozwiak144

    2 жыл бұрын

    For me lots of weapons should have the same attack but with different outcomes. Like when you hit sword and hammer in full plate armor then sword should have disadvantage with critical roll and hammer add some wound from crashing piece of armor

  • @draconino2864
    @draconino28642 жыл бұрын

    I like this! It allows Martial characters to have options, not just spellcasters! I usually give whips and chains the ability to grapple a target on a hit (allows players to use it in combat)

  • @TheDungeonCoach

    @TheDungeonCoach

    2 жыл бұрын

    Ive made spell caster videos and martials would always complain lol... I was like WAIT, I have something in the works!! now here it is :)

  • @elmsigreen

    @elmsigreen

    2 жыл бұрын

    I think the whips and chains should give some sort of excitement condition

  • @draconino2864

    @draconino2864

    2 жыл бұрын

    @@elmsigreen they will now give the charmed condition for 1 round

  • @scetchmonkey007
    @scetchmonkey0072 жыл бұрын

    Bows have the best Passive, damage bonus at 30ft away or greater. You can do that everyone round as long as you have space to move. Hammers are the best melee weapon bonus since there are many ways to exploit the prone condition to get the extra bonus, or just metal armor. but all these cool new bonuses just makes the martial classes even better at dealing damage, specifically the fighter since these are bonus to damage per attack and fighters get the most attacks.

  • @bonusactionheroes

    @bonusactionheroes

    2 жыл бұрын

    For me damage wasn't the issue and I'm nervous about adding more. It was about options in combat and tactics beyond just positioning

  • @schylerfontenot7358
    @schylerfontenot73582 жыл бұрын

    Oh heck yeah, been waiting for this! This weapon system was such an awesome thing to work on too, awesome how this made items feel so cool and different

  • @thedragonknight3600
    @thedragonknight36002 жыл бұрын

    Please tell me whips allow you to force the opponent to make a strength saving throw or be disarmed. That would be so damn cool.

  • @swaghauler8334

    @swaghauler8334

    2 жыл бұрын

    Use that as it's Crit. On a roll of 20 OR 10+ over the chance to hit, either DISARM or ENTANGLE the target (giving DISADVANTAGE until they break free).

  • @colmbright9822
    @colmbright98222 жыл бұрын

    I miss weapon speed . I love the idea of varying weapon damage because why should spell casters have all the fun?

  • @pedrofigueiredo9508
    @pedrofigueiredo95082 жыл бұрын

    I follow your channel for a while now and just searched for this topic. Surprise, surprise! A new video was released 8 hours ago. Great work!

  • @jonumine6250
    @jonumine62502 жыл бұрын

    My quick solution added strong/armored enemies with "resistance against piercing, bludge or slash from -non magical- light weapons" Ofc it's simple but it was a quick patch to make "heavy" property useful.

  • @stevenle9960
    @stevenle99602 жыл бұрын

    I think the bleed effect should do a die of weapon damage per round instead of 1d4. It makes sense for more damaging weapons to inflict larger wounds that bleed more

  • @matthewhtaylor679

    @matthewhtaylor679

    Жыл бұрын

    aren't 5e characters superpowered enough already? They need to do stacking full damage dice every round? Come on man. Variant rules need to take the wind out of PC sails a little, not make them more godlike.

  • @williamgoyette517

    @williamgoyette517

    Жыл бұрын

    @@matthewhtaylor679 I mean, martials need some pumping up. I’m here for it.

  • @matthewhtaylor679

    @matthewhtaylor679

    Жыл бұрын

    @@williamgoyette517 No. Non-Martials need some deflating 5e turns the player characters into super heroes. All classes across the board are way too damn powerful.

  • @deathclawproductions6723
    @deathclawproductions6723 Жыл бұрын

    Watched this video multiple times and I love the general concept of it with giving different weapons different purposes. My favorite idea is the Special Actions/Active Effects for the different weapons where on a hit you can choose to forgo your extra attacks to gain some sort of combat benefit in exchange for some damage. I like the ideas you came up with for the other weapons and decided to write them down, although right now I’m having some problems coming up for something for spears without it overlapping with the other weapon types or enchantments I’ve found for them. I’m currently thinking about getting the PDF since it looks interesting and this far I like most of the ideas you’ve came up with. Keep up the great work!

  • @BushSage
    @BushSage10 ай бұрын

    I like giving weapons like swords two profiles. One for Slashing which is much more consistent, and one for piercing which has a higher crit chance.

  • @ShardsOfNarsil23
    @ShardsOfNarsil232 жыл бұрын

    This is great work, and it's funny how similar it is to the weapon mechanics I've been developing this past couple weeks for my home made D20 system. Great minds think alike. It's a strong feeling of confirmation for the different feels these different damage types would have. Love your videos!

  • @Punintelligent
    @Punintelligent2 жыл бұрын

    Glad I stumbled across your channel. I agree with your opinions and most of your fixes. I personally find D&D 5e so lacking that I designed my own ttrpg that uses very similar concepts to what you have explained here, but from the start instead of tacking onto an existing combat system. I'll check out your armor video and see how similar our concepts are on that topic.

  • @markfadden4058
    @markfadden40582 жыл бұрын

    Remember the old days where different weapons had different advantages depending on what type armor they were up against? It was "Streamlined" out.

  • @nicholasjonas2505
    @nicholasjonas2505 Жыл бұрын

    Here's an idea. Make weapons do more dammage overal. Realisticly, it takes 1-2 strikes to kill a human. All weapons can either cause bleeding, internal bleeding, cut tendons or broken bones. Depends on what dammage they do. Bleeding does flat 4 dammage per enemies' turn, however a simple bandage will stop it. Internal bleeding does flat 2 dammage per enemies' turn, however it requires surgery or magic to heal. Cut tendons and broken bones will both make a limb useless, causing disatvantages. Tendons can be repaired with simple stitches, broken bones will need a splint for 3 days. Some weapons can take off limbs outright or hook a person. Ex. An axe. Gambisons will only protect against blugeoning and cutting. Chainmail will only protect against cutting dammage. Platemail will protect againt all dammage however a dexterity saving throw will pierce a joint gap. Overheating will be a serious threat. Have players make a constitution check or overheat themselves. All one handed weapons can be thrown. All two handed weapons make double dammage of one handed weapons. All polearms will have at least 6 feat of range. Ranges vary per weapon. Small weapons such as knifes, batons, tonfas, nuckledusters, etc will have a stealthy functionality. For example. If players need to sneak knifes past guards, they have a 1/4 chance of being caught. Smaller weapons, smaller chances of being caught. All weapons with more than one will have multiple dammage amounts. Example: a longsword can be gripped by the blade and used as a makeshift blugeon. It can be thrown like a javalin. It can be gripped upside down under the crossguard and used as a makeshift sheild. It can be either reverse gripped or halfsworded to be used as a grappling tool as well.

  • @therealshadow99
    @therealshadow992 жыл бұрын

    *Giggles* I just did a massive armor and weapons overhaul for my custom campaign world. Including some fun options for whips, chains (kusari), rope darts, and meteor hammers which gain the ability to do special actions usually requiring a specific subclass of fighter (entangle, disarm, sweep, etc). It also added in things like using your reaction to block attacks with shields. This is actually things we were doing back in 3.5, but 5e doesn't have.

  • @TheDungeonCoach

    @TheDungeonCoach

    2 жыл бұрын

    We’re synced up then! I love it!

  • @steverennie5787
    @steverennie57872 жыл бұрын

    Another fantastic video Coach... question though: You mention this guy's PDF and go on to talk about it. But you kinda said the name really fast (sounded like "Galder's Gazetteer") but when I searched for it... can't find it. Maybe you could link it, or at least the correct spelling so we could try to look it up? Thanks Coach. You're awesome!

  • @TheDungeonCoach

    @TheDungeonCoach

    2 жыл бұрын

    www.drivethrurpg.com/product/354825/Galders-Gazetteer Good call! I am putting it in now!

  • @Gerwulf569
    @Gerwulf5692 жыл бұрын

    I've had the same complaints about weapons for years. My players are scattered around the world a bit, so we use roll 20 for now. I may allow piercing or slashing on that, since they can make two attacks and just click the pierce or slash version. In a face to face game I'd probably default to slash unless they told me ahead of time. Or maybe let them choose.

  • @luke_of_astora

    @luke_of_astora

    2 жыл бұрын

    I recommend making the switch to foundryVTT if you're paying for roll20. Same price, better features, and it's not a subscription.

  • @synmad3638
    @synmad36382 жыл бұрын

    Your design style is so cool man I'd love to see you work in the design team of a ttrpg

  • @TheDungeonCoach

    @TheDungeonCoach

    2 жыл бұрын

    Maybe one day! Ill die if I ever get a call from WotC

  • @markmurex6559
    @markmurex65592 жыл бұрын

    Thanks for the new ideas. While I never copy these directly, they always get my creative juices flowing for my Homebrew game.

  • @benjaminolson7206
    @benjaminolson72062 жыл бұрын

    The combat simulation lover in me gets excited about "bleed factor". The 5e DM in me just thinks "oh great, sounds like something I have to remember to track over multiple rounds with relatively low actual impact on combat outcomes".

  • @TheGLfilms
    @TheGLfilms2 жыл бұрын

    This is so smart! I will be adding this to my campaign! Thank you!

  • @TheDungeonCoach

    @TheDungeonCoach

    2 жыл бұрын

    Thanks for that dude! I try to make the best stuff I can :)

  • @ChristianSteinheimer
    @ChristianSteinheimer2 жыл бұрын

    Hey Mr. Dungeon Coach! I just found your channel while searching for a mechanic problem solution for my own ttrpg and man, I kinda feel obsolete in my designing now that I see your 5e reworks. Some of my my ideas and yours match up pretty perfectly and others don't (I'm not designing around a d20 system), but I 100% like your approach and will definitely use some of your reworks in my 5e campaigns until my system ready for play testing! Keep up the good work!

  • @DaDunge
    @DaDunge2 жыл бұрын

    3:45 Nice that the rapier is either slashing or piercing but the Halberd should not be slashing the axe head of a a halberd is just used for prone enemies it's a pike with a built in greataxe.

  • @Baraz_Red

    @Baraz_Red

    2 жыл бұрын

    Halberds are notable for their multiple attack options: slash, pierce, and even pole hit (bludgeoning like a quarterstaff).

  • @DaDunge

    @DaDunge

    2 жыл бұрын

    @@Baraz_Red If you want a blunt blow you're better of using the flat of the axe than the pole.

  • @Baraz_Red

    @Baraz_Red

    2 жыл бұрын

    @@DaDunge I agree the "staff" of the polearm would not be very fearsome. Just saying a halberd, technically, can do all 3 types of damage.

  • @jeffreyseamons5514
    @jeffreyseamons55142 жыл бұрын

    Maybe you could have a feat that lets swords do both piercing and slashing damage, as well as choose what kind of critical they want. It still has the same problems as you mentioned, but this way the player has to make an intentional choice during their character design, so rather than just being a base feature of swords, it implies that the character is so well trained at the store they can use it for multiple damage types.

  • @przemysawjozwiak144

    @przemysawjozwiak144

    2 жыл бұрын

    Maybe player should choose what damage he want to make if the weapon allows it. For example you can cut throat with rapier but you can't cut off head. For sword cutting only throat would need precision

  • @TerryAVanguard
    @TerryAVanguard2 жыл бұрын

    I was looking at doing this for my game. You did a great job and Im planning to buy the pdf instead of trying to figure it out myself. Thank you for the hard work and the time.

  • @zreiser
    @zreiser2 жыл бұрын

    This is something I've been thinking about and trying to figure out for ages, so thank you! Definitely buying this.

  • @TheDungeonCoach

    @TheDungeonCoach

    2 жыл бұрын

    Hope you enjoy it! That means a lot to me

  • @ixelhaine
    @ixelhaine2 жыл бұрын

    Nice. I give flail type weapons the ability to ignore ½ cover, which I implemented alongside giving shield users the ability to use their Bonus Action to give themselves ½ cover.

  • @JagIzMoo
    @JagIzMoo2 жыл бұрын

    Oooo was looking for something like this!

  • @seekingfurtherlight34
    @seekingfurtherlight342 жыл бұрын

    been wanting to do this for months. thank you for putting the work in.

  • @yiklongtay6029
    @yiklongtay60292 жыл бұрын

    From a realism standpoint, I'd argue that the slashing and piercing critical effects should be swapped. Assuming a sword thrust and cut/slash is both done perfectly, thrusts are more lethal letting people bleed out over time. But people can hold it together for a little longer because of adrenaline. Slashes have a higher likelihood of disabling and defeating opponents immediately due to possibly severing arteries or tendons. So I would assume that piercing damage causes lingering internal bleeding and the Bleeding condition while slashing damage would cause the Impared condition.

  • @z-manwuvsgirrafes3646
    @z-manwuvsgirrafes36468 ай бұрын

    Ive been working on a martial overhaul myself, and i love a lot of these ideas. So far ive decided to make all the different damage types have different effects (slashing causes bleed against low AC enemies, bludgeoning deals consistent damage against high AC enemies, piercing does more damage overall), weapons scale with both STR and DEX to different degrees (think parameter bonuses in Dark Souls), and every weapon gets an attack tied to size (light, medium, heavy) and a unique weapon specific attack. I love giving martials depth and overall better performance

  • @nicklazaroo
    @nicklazaroo2 жыл бұрын

    Love love love. Please release the ranged weapon tweaks!

  • @josephdellavecchia7828
    @josephdellavecchia7828 Жыл бұрын

    I'm going back and rewatching some videos And I've got to say that the combat overhauls are probably my favorite videos. Definitely some of the best sections of alkandors almanac imo

  • @cypherix93
    @cypherix932 жыл бұрын

    15:24 "if we get a 1000 videos in the first 24 hrs" -- Seems ambitious, but I'm rooting for you man lol. Jokes aside, I love these changes, picked up the PDF from the store!

  • @hawkeyesblue9254
    @hawkeyesblue92542 жыл бұрын

    Love the vid...keep going coach!

  • @Ambers128
    @Ambers1282 жыл бұрын

    i fenced in college. if you wield the epee/foil that would slash, you'd be disqualified. Sabre is a bit different and I didn't do, so I'm not sure.

  • @TheDungeonCoach

    @TheDungeonCoach

    2 жыл бұрын

    That is honestly SUPER interesting to know! Thanks for that lol :)

  • @mrrominemr
    @mrrominemr2 жыл бұрын

    Love your videos. You know for your consideration I like a method that more resembles the reality. All weapons basically do of three types of damage when they hit you. Cutting piercing and crushing A knife does cutting and piercing damage. A hammer does crushing damage. The other to the hammer with the spike does crushing and piercing damage. A two-handed sword does piercing and cutting damage and crushing. Plate mail as 100% resistance to cutting and 99% resistance to piercing and a 30% resistance to crushing. Hey Dagger does 6 point of piercing damage Add the two resistances together For piercing and cutting subtract that from weapon damage rolled. This of course forces took mattens to look for weaknesses in the armor on vital parts. Such as the head. A Warhammer targeting the head needs an 18 to hit because it's a hard target. Head is a vital target which could cause instant death. Instead of rolling for damage. Roll your percentile dice And take that percentage away from the remaining hit points. And of course like real life different types of armor can be combined.

  • @frederickcoen7862
    @frederickcoen78622 жыл бұрын

    One of my players brought this video to my attention. I was just working on a similar project, to add special moves to each weapon. MY angle, though, to not recreate *basic* combat for those who like the 5e simplicity, is to make these extra effects *learned* items. Not feats - as you said, too much of a commitment to one weapon - but more like a wizard's spell-learning or maybe picking up a new Tool Prof. So, using an example from your video, an axe's "cause bleeding wounds" would be a "martial skill" the fighter might choose to learn over his next downtime (while the wizard is creating a spell and the rogue is out pilfering for pocket change). After learning this skill, the fighter can now cause bleeding wounds with his axe. But, I as DM don't have to also remember which goblins have axes and start applying bleeding wounds everywhere. (Unless it's "Grobnar the Berserker Goblin", a named/elite/boss monster, for example.) I will point out that Pathfinder - and especially Pathfinder 2! - has a multitude of weapon characteristics that make every weapon unique mechanically...

  • @frederickcoen7862

    @frederickcoen7862

    2 жыл бұрын

    I pitched my idea to my *players*, all excited about my new brainchild.... and they didn't like it. Instead, we went with a few selectable special effects on Critical Hits, and borrowed "Exceptional Hits" from Pathfinder (hit by 10+). Blunt weapons daze the target on a 10+ hit (lose reaction, get only Action on next turn), piercing weapons cause disadvantage on the next roll, and slashing weapons cause "Ongoing bleed damage equal to your proficiency bonus" (until bandaged with a Med DC 10, or heal with magic or a CON save). Critical hits do this, plus either RAW extra damage or a selectable bonus Stunt from a short list based on your weapon. Blunt stunts tend to knockback or break stuff; slash stunts cause disabling wounds like hamstringing or crippling a limb, and piercing stunts include pinning the target to something, or impaling them and leaving the weapon stuck in.

  • @bradleyhoryza3391
    @bradleyhoryza33912 жыл бұрын

    Love these ideas!

  • @josephbenjamin6426
    @josephbenjamin6426 Жыл бұрын

    You and I think VERY much alike… my fav RPG channel, BY. FAR. Keep it up! I’m buying ALL your books 📚

  • @macfine
    @macfine2 жыл бұрын

    I miss when you had videos that weren't just add for pdfs.

  • @kappascrolls6495
    @kappascrolls64952 жыл бұрын

    Don't forget to like, I do be wanting those ranged weapon shenanigans in a video!!

  • @demonxkiller1
    @demonxkiller19 ай бұрын

    Working on my own system, I've created an attribute that determines the change in damage that a weapon deals depending on your opponents armor. Heavier armor should block more damage, but weapons desgined to penetrate armor can ignore some or all of the damage negation delt this way.

  • @WisdomThumbs
    @WisdomThumbs Жыл бұрын

    When you take a Crit Hit, or half your HP in one hit, roll a CON save or take a wound. You either lose Max HP, or roll a Hit Die and subtract the result at the end of each of your turns (Bleeding), or you take a level of Exhaustion. Those are the levers that I think help.

  • @Hallinwar
    @Hallinwar2 жыл бұрын

    Hi, please release new TTRPG system, because with all of that redesigning/reflavouring/rethinking of DnD5e you really do a great job. I wonder what would your system look like

  • @sesimie
    @sesimie2 жыл бұрын

    Coach...you are awesome....I'm liking this video immediately!!

  • @dudejo
    @dudejo2 жыл бұрын

    originally, D&D would have used the Chainmail miniatures warfare system. There was no damage roll and it had a Man-to-Man combat table with a weapon vs armor matrix to roll on. Because that matrix uses 2d6 rolls, it's still somewhat slow but it CAN be homebrewed to a 1d6 base roll, which allows you to roll multiple attacks at once while still having somewhat unique weapons.

  • @cernunnos_lives
    @cernunnos_lives2 жыл бұрын

    I actually love what you've done my man. I liked other combat systems from other games, for what you've done here.

  • @danieljones3291
    @danieljones32912 жыл бұрын

    Bought the PDF. Going to implement it in my Fantasy Grounds games.

  • @TheDungeonCoach

    @TheDungeonCoach

    2 жыл бұрын

    Thanks Daniel! I appreciate it, I hope you have a BLAST with it!

  • @9akisha9
    @9akisha92 жыл бұрын

    That's one of the things I like about Pathfinder 2: weapons get traits like "Trip" and you can choose weapons based on what style of fighting you want.

  • @destinpatterson1644
    @destinpatterson16442 жыл бұрын

    Thank you Dungeon Coach your homebrew videos are always so inspiring, I've made my own little version of your weapon passives homebrew Weapon Damage Passives: Edit: If both the prerequisite creature type and any other prerequisite are able to work, then the proficiency bonus in damage is doubled. Swords- You can add your proficiency bonus to damage rolls if you have hit that creature with an attack roll last turn, or is a Humanoid creature type Axes- You can add your proficiency bonus to damage rolls if the creature has an ally of its within 5ft of you, or is an Undead or Plant creature type Edit: Hammers- You can add your proficiency bonus to damage rolls if the creature is Paralysed, Petrified, Prone, or Stunned, or is wearing metal, stone, or wood armor, or has it's AC reduced in anyway, is wielding a shield, or is behind 1/2 or 3/4 cover, or it is a Construct or Ooze creature type Chain Weapons- You can add your proficiency bonus to damage rolls if one of your allies isn't within 5ft of you, or is a Celestial or Fiend creature type Edit: Polearms- You can add your proficiency bonus to damage rolls to the creature if one of your allies is within 5ft of you, and could be able to melee attack the creature you're attacking, or it is a Dragon or Giant creature type Edit: Curved Weapons- You can add your proficiency bonus to damage rolls if none of the creature's allies are within 5ft of you, or is a Aberration or Fey creature type Bows- You can add your proficiency bonus to damage rolls if the creature is more then 30ft from you, or is a Beast creature type Crossbows- You can add your proficiency bonus to damage rolls if the creature is within 15ft of you, or is a Monstrosity creature type Guns- You can add your proficiency bonus to damage rolls if the creature is at half health or lower, or is an Elemental creature type Edit: swapped ooze and elemental

  • @deadly_artist

    @deadly_artist

    2 жыл бұрын

    I like this a lot more than the one in the video, but some of the creature types feel a little forced xD

  • @destinpatterson1644

    @destinpatterson1644

    2 жыл бұрын

    @@deadly_artist ya you're correct, but I really like the idea of it. And if you just don't look at it too hard, and make a few justifications in your head for why it might make sense, it starts to. Lol

  • @destinpatterson1644

    @destinpatterson1644

    2 жыл бұрын

    @@deadly_artist and just because I'm curious, what specific creature types do you not think fit.

  • @deadly_artist

    @deadly_artist

    2 жыл бұрын

    ​@@destinpatterson1644 oh lol you already swapped the two things i would have swapped as well. Besides that all chain types feel random.

  • @deadly_artist

    @deadly_artist

    2 жыл бұрын

    the celestial and fiend i can imagine since they are often locked up with chains in stories, but the aberration and fey really dont fit. i thought maybe putting the fey to swords and aberration to guns could work

  • @elmsigreen
    @elmsigreen2 жыл бұрын

    That hammer passive+crit reminds me of Sauron from LOTR just throwing enemies around with his mace. love it

  • @eafigarella
    @eafigarella2 жыл бұрын

    Awesome !! I always tweak weapons and stuff in combat as well, i think one wrote about the momentum gained with dual wield special swords. Weapons NEED to have advantages and stuff. I always was fan of mauls, dual swords and flails. But are there any changes about how combat goes because of that? This here is what you need. I like the hammers to stagger targets, axes may break shields, sword wielders are a bit harder to hit, etc.

  • @33dragonman33
    @33dragonman334 ай бұрын

    Lol, A year ago, I actually made a homebrew where: If you loose 25% hp in one hit, a bonus effect happens based on your damage type (slashing/piercing/bludgeoning) And my effects are exactly the same as in this video (bleeding/impaired/knock back or prone) Its quite funny, that we nearly had exactly the same idea

  • @greygubbins2718
    @greygubbins27182 жыл бұрын

    I would also suggest just playing GURPS if it's your thing

  • @themcchuck8400
    @themcchuck84002 жыл бұрын

    Weapon types: Dagger/Knife, Sword, Axe/Mace, Staff/Spear, Pole Arm, Bow, Crossbow, Sling, Thrown

  • @peteonretreat2023
    @peteonretreat20232 жыл бұрын

    So many great ideas in here! I was working on my own custom weapon system but I should probably just start with your. Does the tier 3 patreon give full access to a all the PDFs you’ve offered so far? That seems like an insane amount of value!

  • @dragonxswords114
    @dragonxswords1142 жыл бұрын

    One thing I did in my game was took some hints from 3.5e. I made a new weapon table for my game and added buffs to certain weapons. For example, most piercing weapons crit on a 19. A few other weapons such as daggers for example also do bonus crit damage equal to your attack skill modifier. So if you have a dexterity of 20 and using a dagger for example (not including stuff like sneak attack) could crit on a 19 and deal 2d4+10 piercing damage. It's still a work in progress for larger weapons. But one thing he brought up that I might add.....i kind of like the idea of swords having the damage property of piercing/slashing and then letting the player choose which one. Because those kinds of weapons can technically do either one.

  • @thuglifegame7573
    @thuglifegame7573 Жыл бұрын

    Kingdom Death has excellent Bleed rules along with some really great weapon keywords that are both fantastic for homebrew. They are also fast, highly dynamic, add DEEP weapon flavor and speed up the game. They don't add fiddly secondary rolls or overload the playeer with too many options.

  • @marcoantonioprometi628
    @marcoantonioprometi6282 жыл бұрын

    Those are some very cool mechanics. I will definetely try to use some of them in my table.

  • @MichaelNelson1965
    @MichaelNelson19652 жыл бұрын

    I suspect you'd appreciate Chivalry and Sorcery (RPG published in the late 70s).

  • @andynonimuss6298
    @andynonimuss6298 Жыл бұрын

    With a sword, you could hit someone with the flat of the blade or the pommel for bludgeoning damage.

  • @calebfasnacht8698
    @calebfasnacht86982 жыл бұрын

    The more I look at videos like these, the more I believe weapon types don't need to be modified or super different. Just let them choose whichever one they like the most narratively.

  • @bradleywindham4927
    @bradleywindham49272 жыл бұрын

    I love the idea here but I think it's just a bit too much for 5e's simple style. Here's the ways I solve this issue at my table: 1. I made homebrew feats for each weapon type (that didn't already have one) as well as homebrewed a few new weapons to make sure every fantasy can be fulfilled. 2. I allow my players to gain "expertise" in their signature weapon or spell through various means. Across the board this allows them double their proficiency bonus to hit or for their save dc (because missing is no fun) as well as one extra bonus which I individualize for each player. These together with players' individual personalities and class features make it so that even when two players are using the same exact weapon at my game table, they still feel distinct not just from other weapons but from each other as well.

  • @swaghauler8334
    @swaghauler83342 жыл бұрын

    Sounds to me like someone played RuneQuest. In RQ2, you had... The IMPALE: Which did "full damage + rolled damage AND left the weapon STUCK IN THE TARGET (causing additional damage) unless the wielder or the target made a check to pull it out. The SLASH: Which did "rolled damage + rolled damage" and MAY also become stuck in the target but is much easier to remove. The CRUSH: Which did "max damage + 2 X Damage bonus" and STUNNED the target while knocking them down. In addition, The Design Mechanism's MYTHRAS rpg has a whole slew of Special Effects in combat that make melee combat more interesting.

  • @fakjbf3129
    @fakjbf31292 жыл бұрын

    When you say "burn your extra attack" how does that work for Fighters? If you are an 11th level Fighter, are you giving up just one of your extra attacks and can still make another normal attack? Or are you giving up both attacks to make this special move? If the former, can a 20th level fighter use this special attack twice in one Attack Action since they have four attacks and can burn two of them?

  • @elmsigreen

    @elmsigreen

    2 жыл бұрын

    I'd personally say they only burn one attack so yes, the fighter could do two of these at lvl 20. Because at lvl 20 you are basically an anime character

  • @supremecaffeine2633

    @supremecaffeine2633

    2 жыл бұрын

    @@elmsigreen Anime character? Bruh, a fighter's attack speed, even action surged, is normal to low in real life. Depending on the weapon and fighting style of course.

  • @MattNeisinger
    @MattNeisinger2 жыл бұрын

    These are great ideas.

  • @beaug4306
    @beaug43062 жыл бұрын

    This is one thing 5E really needs. I get that stuff like this isn't in the official rules to keep 5E simple and easy, but options for martial PCs is simple to the point where it's boring. Casters always have a ton of options in combat, while martials get very little beyond making their weapon attack and I get why some people get bored of it after a while.

  • @TalkativeHands
    @TalkativeHands2 жыл бұрын

    I like this idea as a bonus level perks.

  • @Baraz_Red
    @Baraz_Red2 жыл бұрын

    Totally agree. I have been working for many years on a balanced and revised weapons table, so each weapon is viable depending on your concept/style. I am hoping that in a new edition of D&D, the weapons table will be tweaked a bit (eg. Scimitar versus Shortsword? What is the benefit of sneak attack with a dagger or stiletto? Many two-handed weapons lack a bit of oomph considering the lack of shield and off-hand weapon. Crossbows are OK for level 5 warriors if you invest a Feat [which is quite a steep cost], etc.)

  • @f.b.3263
    @f.b.32632 жыл бұрын

    Love your videos! Stupid question: why is everyone fine with the complexity of spells but weapons and combat must be kept simple?

  • @TheDungeonCoach

    @TheDungeonCoach

    2 жыл бұрын

    Thanks FB!! I agree It’s like martials MAIN thing, so it’s ok if it’s not mindlessly simple 👍🏼

  • @bonusactionheroes

    @bonusactionheroes

    2 жыл бұрын

    Are spells actually complex or is it more lots of choice? I love the idea of making martials more 3 dimensional and having more choice. I'd be interested for folks who've used it as how much the extra damage impacts combat? Martials already do good damage but just not with variety of options in RAW. Some players do like Martials because they're simple.

  • @kevinlee7083
    @kevinlee70838 ай бұрын

    In my games i let my players alter their weapons to do custom effects. D&D is already unbalanced but i actually appreciate that because it leaves more room for me and my players to add our own imagination to the game. When i first started Dming i played exactly by the rules but i noticed overtime that my players tended to have more fun when i let them work on a thing that they really wanted. Even down to letting them make custom feats or spells. I think this is the point of D&D, you can do anything!

  • @Olivetank7
    @Olivetank7 Жыл бұрын

    One idea for a weapon I had was a bullwhip made from jellyfish tenticals, it does both poison, and electric damage.

  • @damian6660
    @damian66602 жыл бұрын

    It feels a little too much extra damage with this system. On the other hand I would gladly play with this in a no-magic setting.

  • @kid14346
    @kid143462 жыл бұрын

    The proficiency bonus additional damage is really nice with the Proficiency Die rule.

  • @_AutoCoder
    @_AutoCoder Жыл бұрын

    I'm just converting from 3.5 to 5E and the #1 gripe my players and I have is "No masterwork or +2/+2?". 5E's effort to dumb down stuff really hosed weapons, armor, and looting. Why loot? Why even go to that special genie merchant? Buying this PDF tonight. Was gonna homebrew this. Thanks

  • @senorelroboto2
    @senorelroboto22 жыл бұрын

    I would add that swords can choose to be slashing or piercing. That's what's great about the sword.

  • @quazarthemad
    @quazarthemad2 жыл бұрын

    3:10 did he say "thords" xD

  • @SophiaAphrodite
    @SophiaAphrodite7 ай бұрын

    I feel like this might feel less gainly in general to just make it damage type feats. I love the idea and am here because I was looking for others who already did it

  • @przemysawjozwiak144
    @przemysawjozwiak1442 жыл бұрын

    Coach, I need weapons lots of weapons! xD I say that for me waepons should have specializations. Just like with hammer or maul you can brake armor and make additional damage but you can also brake bones what disadvantage your speed. You could cut throat with rapier but you can't cut off head.. with sword it's more simple..

  • @jaakkosippola7191
    @jaakkosippola71912 жыл бұрын

    My question would be: why would I ever do just normal extra attack when the active is much better then the normal extra attack? The actives I think should be more weapon property and usage actives. They might not do as much damage but you can pin an enemy to the wall with a dagger. I would actually lower the damage if it has an extra effect. But I would be more incline to give all weapons there own actives. All of the piercing weapons should have something specific to them. I will not go against the damage types. That is something that will always be something that cant be completely fixed.

  • @Kirk9019

    @Kirk9019

    2 жыл бұрын

    Extra attacks deal your modifier in extra damage for each one, provided you are hitting

  • @swaghauler8334

    @swaghauler8334

    2 жыл бұрын

    Apply a Special Effect when the roll is either a Nat 20 OR is 10 or more over the chance of success. This will make them a special occurrence and the players will be like "YES!" without bogging down the gameplay. Some Effects to consider... 1) Trip or Knockdown 2) Disarm 3) Entangle 4) Sunder Armor, Weapon, or Shield (saving throws for all equipment) 5) Crush/Stun Target 6) Impale 7) Slash/Bleed 8) Out Maneuver or Overextend Opponent (DISADVANTAGE target) 9) Blind Target (dust, blowgun, or net)

  • @gstaff1234
    @gstaff12342 жыл бұрын

    SO EXCITED. This is what I want. Cannot wait to see it all and have Almanac with your great ideas at my fingertips. Love it! Peace

  • @pettersonystrawman9291
    @pettersonystrawman92912 жыл бұрын

    Hammers should have their combat action be able to knock the target prone. In addition, if you attack a prone target with a hammer and hit, the target has to make a strength saving throw against your 8+str mod+prof in order to use half it's movement to stand up. On a failed save, it remains prone and it's speed becomes 0 until the start of it's next turn. (I'd personally put that instead of the whole armor thing.) If multiple attacks hit one prone target in a round, the target must succeed against the highest base saving throw DC + 1 for every additional attack that hit (or to make the saves individually, if that doesn't slow down the play too much). This solves the whole 5e prone problem of you knock someone prone, they just use half their speed to stand back up, and most of the time it's just as if you never knocked them prone in the first place. It's also not completely broken, as you still can't reliably knock and keep someone prone one on one, without assistance of some tactical circumstance, a crit or other players, unless you are at least 11th level fighter (1attack, hit, burn one attack > prone, still have one more attack left to keep them prone, if you hit and they fail their save). Tho, you could totally see a strat of multiple martials with hammers ganging up on one guy, knocking him prone and than beating him to death, while he'd have to struggle to stand up.

  • @PhyreSpore
    @PhyreSpore Жыл бұрын

    Great video with lots of cool ideas! I just had a question about your store. Is everything in the Combat PDF included in Alkander's Almanac? Is there any overlap between the two or other products?

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