Hey guys,
As some of you know I'm working on a mod to rework weapons attack.
The main idea is to make weapons attack feel more like "common actions you can do with weapons".
- Cooldown per turn and not per rest
- Some attacks are common to all weapons
- Icons will be reworked
- Weapons attacks are reorganized (which weapon for which attacks - number of attack / weapons)
- All weapons attack are rebalanced (alternative to normal attacks rather than powerfull attack to use between every short rests)
Balance is what I'm foccussed on for now...
I'm not able to do everything I'd like to... In exemple I can add a flat malus to damage roll but not to attack roll.
That said, I'd really like to have your opinion on this. Does it feel too powerfull ? too weak ?
Good alternative too normal attacks ? Good synergies with other characters ?
If you also have ideas/suggestions/comments on effects that are or that wouldbe interresting according to you please feel free to tell.
1) ALL MELEE WEAPONS - no proficiencies required
1) CHARGE ATTACK (based on rush attack)
- cooldown = once per turn
- use costs = action + bonus action + movement
- effects = damage (1D4 + modifier) + chance to prone the target
2) ALL MELEE WEAPONS - no proficiencies required
2) OPENING ATTACK (based on opening attack)
- cooldown = once per turn
- use cost = action
- effects = chance to distract the target (success = next attack made with advantage)
3) ALL MARTIAL WEAPONS - Proficiency required
3.1) LACERATE (Slashing weapons)
- cooldown = once per turn
- use cost = action + bonus action
- effects = damage (weapon damage -2) + chance to inflict bleeding for 1 turn (-2HP / turn) + target has disadvantage on Constitution ST for 1 turn
3.2) CONCUSSIVE SMASH (Bludgeoning weapons)
- cooldown = once per turn
- use cost = action + bonus action
- effects = damage (weapon damage -2) + chance to block the target's bonus action and reaction for 1 turn + target has disadvantage on Wisdom ST for 1 turn
3.3) PIERCING STRIKE (Piercing weapons)
- cooldown = once per turn
- use cost = action + bonus action
- effects = damage (weapon damage -2) + chance to reduce the target's AC by 1 for 1 turn + target has disadvantage on dext ST for 1 turn
4) ALL WEAPONS - Proficiency required
4.1) CLEAVE (2H weapons)
- cooldown = once per turn
- use cost = action + bonus action
- effects = damage (weapon damage / 2) on 3 ennemies
4.2) CRIPPLING STRIKE (Handaxe, Battleaxe, War Pick)
- cooldown = once per turn
- use cost = action
- effect = damage (1D4 + modifier) + chance to reduce the ennemy movement to 0 for 1 turn
4.3) TOPPLE (Spear, Quarterstaff, Trident)
- cooldown = once per turn
- use cost = action
- effect = damage (1D4 + modifier) + chance to prone the target
4.4) POMMEL STRIKE (Sickle, Longsword, Rapier, Scimitar, Shortsword)
- cooldown = once per turn
- use cost = action
- effect = damage (1D4 + modifier) + chance to block the ennemies bonus action and reaction
4.5) HEARTSTOPPER / WEAKENING STRIKE (still not sure) (Club, Greatclub, Mace, Morningstar, Warhammer)
- cooldown = once per turn
- use cost = action
- effect = damage (1D4 + modifier) + chance to disarm the ennemy
Still working on the range attacks.
All of them should be able to do a "focuss shot" that cost action + bonus action and deal +1D4, bows should have hamstring shot and crossbow should have some kind of piercing shot (see above). Have to define attacks for martial ranged weapons...
Whatever thanks for reading !
Last edited by Maximuuus; 07/02/23 04:17 PM.