Edit: This blog post will be updated multiple times to reflect changes due to feedback, so check back to see if things have changed!
Change Log: (changes based on feedback include the person that inspired the change)
- AP values on weapons messed with. (mikemonaco)
- Flail ability added for nullifying shields. (mikemonaco)
Initiative is no longer rolled each round; rather, the modifiers change your initial initiative roll and thus can move you in the order, making it a little less fiddly. (daganev from the WotC forums)
- Clarified some weapon attributes. (me)
- Created a list of all of the playtest weapons to make changes more easily to all of them. Messed around with AP and Initiative modifiers. (me)
- Changed how AC works completely. Now AC is a score made up of your Dex modifier, any Shield bonuses, and a base AC of 10. Armor provides DR only. AC can now be seen as purely defense/parrying/dodging. (mikemonaco/me/bawlie)
- Completely removed initiative modifiers/weapon speeds. Way too fiddly in practice. Couldn’t find a way to make it work and fit seamlessly into the rules. The rest of the module should be complicated enough. (me)
- Added Weapon Attributes Clumsy and Parrying, which effect AC negatively/positively. (me)
- Shields changed; removed AR, they instead give an AC bonus based on your prof. Proficiency taken out of the AC equation. (bawlie)
- Added a section for weapon and combat tactics to help spice up combat. Only one tactic added so far (pushing). Can you help me with some more? (me)
It’s certainly an exciting time to be a fan of Dungeons and Dragons. If you’re reading a blog about RPGs, then you are already probably aware of the various book announcements as well as the announcement of a free ‘Basic’ D&D PDF from Wizards of the Coast. The front page of Enworld is a good place to catch up. I could wax poetic about how good of a move this is, but I think the near universal approval is resounding enough.
Instead, today I wanted to work on a rules module for use with D&D Next, or Fifth Edition as it stands now. This is definitely the first ‘draft’, trying to catch a rough idea right now to polish off later when the game has been released.
This module focuses on weapons and armor, and seeks to, in plain terms, make them more complicated. Generally the direction of the game has been to make it simpler, and this is a noble goal. I thought, however, that since Combat was really rather quick with this edition, it might not hurt to throw a few complications into it. The idea is to make weapons and armor have more mechanical crunch so that they feel like they have more weight in the narrative, if that makes sense. I think these could be made more three dimensional, making some weapons better in certain circumstances, as well as providing a useful reason for choosing a certain armor type over another.
Now, since this IS a rough draft you will not find balance here. I guarantee it. It’s something that needs playtested. If, in fact, you are currently running the playtest (or will be), please feel free to playtest this module as well. I would love some feedback to make the end module that much better. Of course, a lot will factor into how different weapons and armor look in the final product as opposed to the playtest documents I am using currently. I suspect there won’t be much change, however.
The Overly Complicated Weapons and Armor Module
The Very Rough Playtest Draft Version