Hey guys,
Here is another attempt to balance things.
Trying to only use weapon damage and weapon damages /2 because it scales a lot better in my opinion.
If some weapons attack always deal 1D4 + modifier it means that the damages will always be the same, no matter if you use a dagger +0 or a longsword +3.
I also tried to balance things arround normal attacks, keeping in mind what we could do with a normal attack action.
Some may look a bit too powerfull though (exemple : an additionnal bonus action to block an ennemy's bonus action + reaction + -2 on a ST is probably a bit OP isn't it ?).
It looks a lot better to me, clearer, cleaner, scales better,... but I'm not sure it is better balanced than it was
Any comments about this ?
1) CHARGE ATTACK (based on rush attack)
- use costs = action + bonus action + movement
- effects = Weapon damage + chance to prone the target + self next attack roll -2
2) OPENING ATTACK (based on opening attack)
- use cost = action
- effects = distract the target - next attack made with advantage
3.1) LACERATE (Slashing weapons)
- use cost = action + bonus action
- effects = weapon damage + chance to inflict bleeding (-2HP / turn) AND target has -2 on Constitution ST for 1 turn
3.2) CONCUSSIVE SMASH (Bludgeoning weapons)
- use cost = action + bonus action
- effects = weapon damage + chance to block the target's bonus action and reaction AND target has -2 on Wisdom ST for 1 turn
3.3) PIERCING STRIKE (Piercing weapons)
- use cost = action + bonus action
- effects = weapon damage + chance to reduce the target's AC by 1 AND target has -2 on dext ST for 1 turn
4.1) CLEAVE (2H weapons)
- use cost = action + bonus action
- effects = damage (weapon damage / 2) on 3 ennemies
4.2) CRIPPLING STRIKE (Handaxe, Battleaxe, War Pick)
- use cost = action
- effect = weapon damage /2 + chance to reduce the ennemy movement to 0 for 1 turn
4.3) TOPPLE (Spear, Quarterstaff, Trident)
- use cost = action
- effect = weapon damage /2 + chance to prone the target
4.4) POMMEL STRIKE (Sickle, Longsword, Rapier, Scimitar, Shortsword)
- cooldown = once per turn
- use cost = action
- effect = weapon damage /2 + chance to block the target's bonus action
4.5) WEAKENING STRIKE (Club, Greatclub, Mace, Morningstar, Warhammer)
- use cost = action
- effect = weapon damage /2 + chance to inflict -2 to the target's next attack roll
Last edited by Maximuuus; 14/02/23 02:43 PM.