You could also have the halberd give a battle master advantage on trip attacks or disadvantage to the str save maybe? I do like the idea of giving different weapons special things they can do, though so this video series is interesting and I think I'll be checking out the other episodes! Keep up the good work, please!
Yeah, the fact that there is zero mechanical difference between the Halberd and the Glaive in 5e has always bugged me. Make the Halberd a piercing weapon and get rid of the Pike. Nobody uses the fucking Pike.
Nah, that is essentially treating an halberd as a spear, basically half of it's toolkit, have the polearm master feat allow to switch between hooking mechanics, switch between piercing and cutting attacks.
Nah keep the pike but make it's additional reach 10ft instead of 5ft. That way it has its own niche as the primer choice for battlefield control weapons when combined with pole arm master and sentinel. Like you don't get the bonus action attack from PM but if you set yourself up right you are guaranteed a reaction attack every turn. Hell I could even see niche cleric builds focused on using the combo to lock creatures in their spirit guardians the second they close to them.
Halberds are primarily slashing more than glaives are. Glaive is basically a spear with an extra large blade while a pike is a spear with an extra long handle; the halberd is more like a battle axe with an extra long handle AND a spear tip in addition to that but not its primary attack mode. Limiting each weapon to only one damage type? In that case, might as well drop both the halberd AND the glaive; get a simple Javelin -> Spear -> Pike longness progression wherein the smallest spear is the cheapest and most throwable, the middle stage one is versatile for one and two handed use, and the last one is strictly two handed melee, ALL THREE being piercing only A weapon like the halberd, designed and prized based largely on its multiple damage type options to contend with multiple types of armor...doesn't fit into a game system where each weapon is locked into a single, exclusive attack mode.
Well done, sir, as always. Very good video. The kilogram references confused me at first, but then I realized you're converting the imperial measurements. I would offer the second improvement be expanded from "Topple" to "Trap", allowing weapons, shields, and armor to be "grappled" for a consecutive disarm or disadvantage.
It’s probably a translation issue as the halberd he’s talking about is most likely a naginata, which is a glaive. And he is correct in non spear pole arms being phased out of the battlefield during late feudal Japan.
great video as always! i was wondering, do you plan on doing this kind of video on the renaissance firearms as well? i could easily see some variants on the pistols and muskets, like adding bayonets for melee damage, for instance.
I certainly want to once I get through the default weapons! I'm already laying the groundwork for a series after The Weapons We Wield titled "The Weapons I Want", which will delve more into the weapons we don't currently have (but could implement) in 5e/D&D 2024
I've done a few for my own personal weapon pile, in part thanks to some of the references of previous DND, others partially tinkered off other homebrew like the Heavyarms or Critical Roll Gunslinger, and in part with just cool stuff I've seen elsewhere I wanted to see people use as well. Previous DND editions included things like the Arequebus, Musket, and Cavalier as their own things before, whereas those other inspirations I slipped in things like the pepperbox and revolver weapons. And then of course there's oddballs like a rotary musket or crow-foot pistol. Lot of the problem is just getting firearms to feel lethal without completely invalidating, say, an elven ranger wanting to still abuse a bow and such, and I'll happily share some of the stuff I've prodded at over my own lookovers.
Halberds should have a 1d10 slashing attack, a second 1d10 piercing attack, and a third 1d6 piercing attack with a little EXTRA reach to hit enemies three spaces away instead of just two. Axe blade, pickaxe/spike, and spear tip are three different attacks with different levels of commitment. Most swords should have both a Slash and Pierce attack too, actually.
10:35 I think the saving throw should be Dex or Str defender's choice. This to me makes much more sense than Con since it's either avoiding the trip if you have high Dex or brute force standing your ground with the Str stat. 12:30 I would also add this property to a standard (not short) Spear & Pike as well as the Halberd
You could also have the halberd give a battle master advantage on trip attacks or disadvantage to the str save maybe? I do like the idea of giving different weapons special things they can do, though so this video series is interesting and I think I'll be checking out the other episodes! Keep up the good work, please!
Yeah, the fact that there is zero mechanical difference between the Halberd and the Glaive in 5e has always bugged me. Make the Halberd a piercing weapon and get rid of the Pike. Nobody uses the fucking Pike.
Nah, that is essentially treating an halberd as a spear, basically half of it's toolkit, have the polearm master feat allow to switch between hooking mechanics, switch between piercing and cutting attacks.
Simply play Pf2e where you can switch damage types
@@RUclipsAccount-om6sj ...... I would, but our games DM is super old fashioned and none the people I'm playing has experience DMing besides him.
Nah keep the pike but make it's additional reach 10ft instead of 5ft. That way it has its own niche as the primer choice for battlefield control weapons when combined with pole arm master and sentinel. Like you don't get the bonus action attack from PM but if you set yourself up right you are guaranteed a reaction attack every turn. Hell I could even see niche cleric builds focused on using the combo to lock creatures in their spirit guardians the second they close to them.
Halberds are primarily slashing more than glaives are. Glaive is basically a spear with an extra large blade while a pike is a spear with an extra long handle; the halberd is more like a battle axe with an extra long handle AND a spear tip in addition to that but not its primary attack mode.
Limiting each weapon to only one damage type? In that case, might as well drop both the halberd AND the glaive; get a simple Javelin -> Spear -> Pike longness progression wherein the smallest spear is the cheapest and most throwable, the middle stage one is versatile for one and two handed use, and the last one is strictly two handed melee, ALL THREE being piercing only
A weapon like the halberd, designed and prized based largely on its multiple damage type options to contend with multiple types of armor...doesn't fit into a game system where each weapon is locked into a single, exclusive attack mode.
Well done, sir, as always. Very good video.
The kilogram references confused me at first, but then I realized you're converting the imperial measurements.
I would offer the second improvement be expanded from "Topple" to "Trap", allowing weapons, shields, and armor to be "grappled" for a consecutive disarm or disadvantage.
Concise yet comprehensive. Thanks.
I wonder if Mr Musashi has ever seen an actual halberd in actual use xD
Probably not. The Halberd has a ton of advantages that give it an advantage against a spear.
It’s probably a translation issue as the halberd he’s talking about is most likely a naginata, which is a glaive. And he is correct in non spear pole arms being phased out of the battlefield during late feudal Japan.
@@long_something stands to reason, considering how the naginata feels more like a dueling/town security weapon, rather than a field one
5th Edition: dumbed down.
Yep. Yep.
This the one I’ve been waiting for.
great video as always! i was wondering, do you plan on doing this kind of video on the renaissance firearms as well? i could easily see some variants on the pistols and muskets, like adding bayonets for melee damage, for instance.
I certainly want to once I get through the default weapons! I'm already laying the groundwork for a series after The Weapons We Wield titled "The Weapons I Want", which will delve more into the weapons we don't currently have (but could implement) in 5e/D&D 2024
I've done a few for my own personal weapon pile, in part thanks to some of the references of previous DND, others partially tinkered off other homebrew like the Heavyarms or Critical Roll Gunslinger, and in part with just cool stuff I've seen elsewhere I wanted to see people use as well. Previous DND editions included things like the Arequebus, Musket, and Cavalier as their own things before, whereas those other inspirations I slipped in things like the pepperbox and revolver weapons. And then of course there's oddballs like a rotary musket or crow-foot pistol. Lot of the problem is just getting firearms to feel lethal without completely invalidating, say, an elven ranger wanting to still abuse a bow and such, and I'll happily share some of the stuff I've prodded at over my own lookovers.
I recommend reviewing the Guns of War book for ACKS (Adventurer, Conqueror, King System). All the D&D renaissance gun info you could handle.
Halberds should have a 1d10 slashing attack, a second 1d10 piercing attack, and a third 1d6 piercing attack with a little EXTRA reach to hit enemies three spaces away instead of just two. Axe blade, pickaxe/spike, and spear tip are three different attacks with different levels of commitment.
Most swords should have both a Slash and Pierce attack too, actually.
I think heavy weapons should double the strength mod in damage against prone targets.
The "have to be within 5ft or have disadvantage against a prone target" needs to go as well! Double STR modifier, that would be nice!!! 😊
10:35 I think the saving throw should be Dex or Str defender's choice. This to me makes much more sense than Con since it's either avoiding the trip if you have high Dex or brute force standing your ground with the Str stat.
12:30 I would also add this property to a standard (not short) Spear & Pike as well as the Halberd
best way to fix 5th edition = play GURPS.
Man 5e really dumbed everything down.