Reminds me of how they incorporated weapon type-specific attacks in BG3. Stealing this one for sure.
So far, I've included in my current campaign: a utility belt that holds 3 healing potions allowing them to be used as a bonus action and a totem that allows them to reroll a hit die result of "1" on level up.
Reminds me of how they incorporated weapon type-specific attacks in BG3. Stealing this one for sure.
Yep, that whole weapon maneuvers system should be backported into base 5e stat, with slight modifications (i.e. they would be PB/LR instead of 1/SR, since short rests in the tabletop version are less regulated).
(Or alternatively they could auto-proc on a crit.)
Or, perhaps go the PF2e route and allow the player to tack on a weapon maneuver of choice if their attack roll exceeds the target AC by a certain amount (5?)
Too much math for 5e's design philosophy, and with bounded accuracy it would need a crit on the strongest enemies anyway.
The actual implementation of that system could take a number of forms:
PB/LR for every class that is proficient with the given weapon. (The most basic implementation, but also screws over pure martials in favor of half casters.)
PB/LR for every class that is proficient, but fighters regain PB/2 uses when they use Second Wind.
PB/LR for every class that is proficient, PB/SR for fighters, monks, and barbarians.
PB/LR for every class that is proficient, fighters regain all uses when rolling initiative.
Reminds me of how they incorporated weapon type-specific attacks in BG3. Stealing this one for sure.
So far, I've included in my current campaign: a utility belt that holds 3 healing potions allowing them to be used as a bonus action and a totem that allows them to reroll a hit die result of "1" on level up.
Yep, that whole weapon maneuvers system should be backported into base 5e stat, with slight modifications (i.e. they would be PB/LR instead of 1/SR, since short rests in the tabletop version are less regulated).
(Or alternatively they could auto-proc on a crit.)
Or, perhaps go the PF2e route and allow the player to tack on a weapon maneuver of choice if their attack roll exceeds the target AC by a certain amount (5?)
Too much math for 5e's design philosophy, and with bounded accuracy it would need a crit on the strongest enemies anyway.
The actual implementation of that system could take a number of forms: