What im wondering is.... why bother recording video of yourself and not tidy up a little (hide the mess in a corner off-screen and tidy up the scruffy hair a lil bit)
@@johnrivers69 Thats effort. If you start "streaming" you either really care for your representation or you dont. Its either as simple as turning a camera on, or it becomes a "set" , like a fake-representation. This is more "real" , so it has something.
What you are describing is nearly perfectly DnD 3.5. Weapons had different crit multipliers and ranges. Also there was a book named "Arms and Equipment Guide" which had also a section about different materials for your armors and weapons. Maybe give it a try.
or maybe play another system, there are lots of systems with more nuance to the equipment than dnd, people critique the things they dont like of dnd, but they can play other sistems, for example my favourite sistem: anima beyond fantasy, its weapons are all diferent because they have lots of stats, base damage, initiative, endurance, breakage, primary damage type, secondary damage type, etc and armors have 7 diferent armor types, so you have to think about if you wanna go first or do tons of damage, and what kind of creature you are about to encounter
@@Necrotaku999 Anima is also a total mess though lol. 1st, 2nd, 3rd editions all had a lot more weapon variety than what 5e provides for. Hell 4e did, even with the weapon based powers. It's my hope that in 6e we get substance in our weapon choices. 5e is kind of the outlier here.
@@Mavairo yes absolutely, but thats the good part, its easier to simplify an overcomplicated rule than to try to expand yourself, in my table the endurance and breakage of the weapons just doesnt come into play unless there is a very big chance of breaking, and some OP builds are banned while the setting is very high magic so artifacts are common. In my experience anima its a wonderfull mess perfect for over the top become god adventures Dont get me wrong im just getting properly into dnd and i absolutely love it and maybe because i come from playin anima i apreciate how the weapons are mostly a roleplay choice, no op katana (really, anima has a problem with katana) no impossible weapons just aesthetic and a bit of rp choice But absolutely yes anima its a trainwreck and thats a reason i love it
@@Necrotaku999 Try Exalted instead for over the top. Anima has some of the coolest character creation I've ever experienced as far as options, but that's kinda where it stops. There's not much to adding to D&D weaponry, given there's 4 previous editions to draw and take inspiration from, plus Pathfinder. I've done both ways on rpg rules development, it's easier to add stuff to a loose core than something like anima, which is just monstrous because there's less rules to worry about cross interacting with. I've been around the block for rpgs a few times.
@@Mavairo i dont know if exalted its published in spanish, but i dont know if it can be more over the top than anima, at least anima in a very high magic setting
I love the idea of different armor materials. Dragonscale Scale Mail giving extra AC and an Elemental resistance matching the Dragon Species. Leather of a Giant Shark giving a swim speed, and others such like that.
In my fiction story the main character is a high level eldritch knight who slew a blue dragon and has a jerkin clad in its scales that acts as an amplifier for his lightning based attacks.
I could see it becoming confusing. Take Studded Armor, for example. Do you consider the leaher material? the studs material? both? it could become weirdly complex that way. Even Dragonscale Scale Mail: Which kind of Dragon?
@@joaosimao6325 dragonscale mail seems like it would give resistance to the element associated with the dragon. Maybe qualify as magic for the purposes of things that destroy non magical gear.
Everything he said was so precisely 3E that I can't help but wonder: has he NOT played 3rd Edition... or HAS he played it and is hoping his viewers haven't so everything looks like his own idea?
I always thought it was weird that there is a magic shield that gives you more AC against arrows and such, when that should probably be a feature of shields to begin with
Bugbear are good "end of dungeon boss" for the first few levels. Have a bugbear be the chieftan to an orc tribe, makes that final battle so much more intense. Then later on bugbears can be used as cannon fodder. They are really very flexible and useful creatures that can be used at any point of the campaign - if you know how.
The party is using a homebrew system shamelessly stolen from Black Clover, and managed to 1 shot a group of kobolds using a 1st level spell, and then 3 shot a bugbear by being creative. That group of kobolds and a bugbear are gonna be reccuring villains though(they are known as the redditorz, with the leader being Mrs Chungos, a bugbear. By the next fight, she's gonna be a chieftain with a Kryst (our equivalent of a grimoire) and the kobolds are gonna have armor and be better trained.
LMoP was my first campaign. My level 2 party killed their first bugbear in one round by collapsing the roof, after worrying it would be too strong for them.
Oh lord I remember when this was their crowning achievement. 1 player(wizard/ cleric/ fighter multiclass) oneshot a barlgura at level 7 via the ice nuke. At level 16 they had to fight a homebrew boss called the True imposter that had 500 hp, AC 20, and a ridiculous amount of damage. It took them 12 turns.
The thing about dnd armor I have a problem with is how there is only one "shield" to use and how it only adds a little to ac when the reality is sheilds run the spectrum from steel fist blucklers to your barbarian strapping a draw bridge to his arm and everything in between
Oh yeah, sometging i did was seperate the shields into 3 catagories of light, medium, and heavy. So things like a hoplon shield (requires heavy armor proficiency) gives you +2ac, and gives you the reaction to give disadvantage to an attack against an ally within 5ft of you, but the shield weighs 20lbs. Where as the Buckler (light armor) only gives +1 ac but acts as an offhand weapon that deals 1d4 bludgeoning damage. This as is would create an imbalance of weaponry for duel wielders so i made some changes to those as well.
There is also aswell the question of being without a shield and what reasons for that. Besides gish spellcasting. Doing a swashbuckler sort with rapier and a free hand doesn't work in dnd5e, not in a you can't do it way, but you're losing 2 ac.
@@yanderenejoyer so, i mostly made it so that if you are holding a weapon in the offhand that has the Light property, you can make one additional attack with it as part of the same action instead of the normal bonus action, meaning that characters like rogues can use cunning action and rangers can move thier hunters mark without conflict. The buckler doesnt have that property so still requires the bonus action.
@@falionna3587 fun fact swashbuckler swordsmen actually used bucklers, and were thus called because they could hook the buckler onto the hilt of thier sword when not in usage and made a shwooshing noise when they walked. But yeah... i agree, i also want there to be a parrying dagger XP
In my experience with foam weapon fighting, flails are definitely devastating to shield users. The flexible end simply wraps right around the shield and hits them in the upper arm/shoulder, head, or back. Axes can be as well if the shield doesn't properly cover the shoulder of the shield arm. The head of the axe can get over the upper lip of the shield and hit the person holding it.
There is also the fact that once you hook the shield you do not pull towards you, you angle the blade and thrust, this opens up the neck of the thing being attacked! It works, in fact it's lethal.
This made me think of someone hooking the top of the shield with an axe, pulling it down to the floor using the leverage, and then using said sheild as a foot stool to step up, then kicking the opponent in the face.
How the hell did you manage to get 3M gp in CoS? Everything costs 5 times as much as it usually does. We ednd up burning any money we get on spell reagents, I mean revivify costs 1500 GP to pull of in Barovia.
You really sparked a thought with the "block a purple worm with your shield" scenario. Maybe you can explore giant creatures as environmental hazards rather than merely creatures. So, fighting the purple worm stops being AC and damage and maybe becomes more about saving throws and climbing.
Avoiding a purple worm could be like rolling a reflex save against fireball or something and maybe just tweak how much if any damage is taken on a successful save? Maybe then the armour damage reduction he was talking about acts as a nice safety net for failing since heavy armour characters probably aren't very dexterous, I don't know I haven't played DnD but from what I do know that could be one way.
This is a potentially brilliant idea you have. I'm thinking with the example of the purple worm, instead of rolling to attack, just declare the worm is biting said player. Have the player make a dex save. If they fail, they take full damage, if they succeed they take half, if they succeed by a large enough margin, they take no damage at all.
This is absolutely hitting one of my largest gripes with 5e and how far the pendulum swung toward oversimplification. I regularly tweak weapons and armor to make the choices more interesti-- exist. To make choices exist lol I'd love to see what you make of it
as a 4e DM, I have yet to be convinced to switch to 5e. that being said, I don't begrudge 5e especially if they it helps people get into d&d generally speaking. hell, quite a few even switched over to 4e that I know of from reddit. more to the video's point, I'm used to weapons being pretty distinct, even a bunch of weird exotic weapons, due to them having different "stats", magic abilities and dedicated feats and powers character-side, and of course, RP flavor stuff. having lots of viable choices is great
@@benl4198 Jim Murphy, legendary dm who's played it all since og d&d in 1974 agrees with us regarding the books and tools, I definitely you can find those online, try doing a good ol deep search, or even try reddit r/4ednd. I think it grew especially with virtual tabletops being so necessary lately. best time ever to return
The real problem is D&D has some rather outdated design elements as well as a position where it needs to hold onto the status of being an entrypoint into the hobby. Without reworking the system in very fundamental ways (and not sucking at the attempt like 4e), the need for simplicity and consequences of stripping it down for that simplicity are going to clash in messy and unavoidable ways.
@@BurghezulDjentilom if my group offered to switch back to 4th, or 3.5th, or 3rd, I would jump! I have played Basic and Advanced and every edition since. 5th is the only one I IMMEDIATELY disliked. I never liked 5th, not for a single second. I would prefer it over going back to 2nd, but that how for back I'd have to go to find an inferior game. If you want simcity, go Fate Core.
@@jkl1110 Yeah, I was going to mention AD&D 2nd Edition. Lots of things being taken from that. TSR liked some complex stuff, Wizards of the Coast tends to like to dumb down and homogenize most things as much as possible.
@@dragonnasxavier3473 streamlined isn't dumb. There is a reason that most of the successful games are like that. Easy to learn and play. Super easy to homebrew too so never lacking for content. Also ttrpgs at that time we're all based of wargames so hardly a fair comparison
@@jkl1110 You misunderstand my meaning. Dumbed down is defined as "simplified so as to be intellectually undemanding and accessible to a wide audience." I'd say that's certainly what happened since WOTC took over D&D. Do you disagree?
@@jkl1110 You yourself said it was "streamlined," "easy to learn and play," "super easy to homebrew," and like most of the successful games (homogenized).
Grimhollow campaign setting actually added some of this specialization in the form of advanced weaponry. Armor piercing gives you a +2 to your attack roll if the target has heavy armor, guard means you can basically gain the sentinel benefit if you didn't move on your last turn, etc.
On DMsGuild, they have a great homebrew supplement called “The Complete Armorer’s Handbook” that lets you modify and enhance your equipment within 5th edition rules.
Agreed! All it would take is to give the items some new property types to keep the rule adjudication simple. I've been working on a set of homebrew rules that adapts all older edition weapons and their properties to 5e-ish simplicity, categorizing them into weapon families to keep proficiency handling simple. As for armor, adding damage reduction against certain damage types is a great option to add realism, but if doing so you should reduce the AC of those items to compensate, and perhaps add vulnerability to certain damage types as appropriate. For example, full plate would reduce piercing and slashing, but be vulnerable to bludgeoning, chain mail would reduce slashing and be vulnerable to piercing, padded reduce slashing and bludgeoning, etc. It'd take some playtesting to establish good numbers for all that. Alternatively you could use resistance instead of reduction, which would make it more comparable to a barbarian's rage while still not infringing on their territory wholesale.
One of my favorite parts of 3.5E was improving and optimizing my weapons and armor. It made getting gold extremely important, because there was a very good system for using gold to buy improvements to weapons and armor. Assuming there will be a 6E sooner or later, I hope it reencorporates a more 3.5 style magic item system.
That's why I slightly dislike 5e, every single group I play with eventually goes "oh if only it worked like X" but when I say oh well it works like that in (slightly more complex but available system)! Complete silence cause no one wants to learn another system. I've just taken to throwing my players off the deep end into these systems and being present to help rather than the eventuality of the "I wish but I won't" talks of improving 5e.
You're my hero! Not only did you layout a spectacular argument and video. But you had the ultimate courage to show what a real person's bedroom looks like.
I've actually been writing a handbook that goes pretty deep into this. I cover other things too, but in this area, it can be summarized into a few points: *Armor and Dodge are completely separate, functioning roughly as you describe *dodging an attack means you take 0 damage, wearing armor means you take reduced damage. *Armor values are very high (take ac from players handbook, subtract 10, and double remainder). this means a heavily armored character is completely immune to damage from some attacks. *Armor can be circumvented by certain weapons and maneuvers (grappling, for example, lets you ignore a large part of enemy armor) *Weapons are differentiated primarily by what weapon maneuvers you can do with them--Everyone is a battlemaster; only some weapons benefit from extra attack, etc. As you mentioned, this can get very rules heavy very fast. Even if you manage a very simple system, it is essentially an independent rules set that replaces, rather than modifying core rules in 5th edition. Also, some questions arise that do not have obvious answers: *what does the dodge action do? *do shields give a benefit to dodge, or to armor? both? can you perform weapon maneuvers with a shield? *is it worth while to keep track of when equipment breaks? (warhammer vs plate, etc) *how does this effect monster stat blocks? and the list goes on. Overall, it seems to work very well at low levels. Once you start testing in higher levels, you find that the balance of DnD 5E is... well it relies on over the top escalation of damage and hp values. the core system does not NEED armor to scale the same way, but the proposed system...
That would be a great collaboration since they approach it from a realisim perspctive and know more about weapon based combat, while he approaches it more from the game master/player perspective and also keeps newer players and lore in mind. But I do think it would probably be better if only one or two would be in the collab (could be overwhelming otherwise) That said, I have not seen a single collab with him, so the chances are low.
Yes man, i basically use the equipment from 3.5 in 5e, is 1000% better. But the Paves shield Dont let you do oportunity atacks . (sorry formy bad inglish :p )
This is an interesting concept.I incorporated something similar with my SW Saga edition campaign. Basically for armours I switched the Defence bonus to a damage reduction and it has worked very well so far. The damage reduction makes much more sense to the way the game plays, Armour does not allow you to dodge better, it soaks up damage. Now I have made a list of how much damage the armour can soak up before it begins to malfuntion and simply break. The Beskar of Mandalorian armour soaks up way more damage than the Plastoid composite of Stormtrooper armour and takes more damage before its electronics and vaccuum seals are compromised. IMO 5th gutted the benefits of using different materials in armour and weapons as well as negating the advantages of different weapon shapes (Scimitar v. Short Sword, etc) Bringing back greater benefits for the different materials like Adamantite, Mithril, Dragon Scales, Cinnabar, Cold iron etc. and how that affects your weapons and armour would definitely add more flavour to the game.
I’ve done that in my home brew. Armor has AC, which is a deflection valve that improved with greater metal content. Weapons can more effectively glance off with only damage to the armor itself. Then there is the DR value, which is the damage absorbed by the armor before the remaining damage applies to the character. That absorbed damage applied to the armor’s hp before it fails. Exotic materials add features (and cost). Saltmarsh example: Sharkskin Leather repels water, so no encumbrances when wet. Doesn’t impede swimming. Also repels other fluids, like oils and poison. Adds a 5DR to fire. Magic can boost this DR easier than on standard leather. Uprated magic that can be added by a local wiz of moderate level: Sharkskin Leather armor +1 of water breathing. Add cost for the +1, add cost for the water breathing. Lower cost for time limits on water breathing, higher for permanent. So now there is a range of high value armors for characters to save up for, and your fighters will want to trade in their plate armor for a magical wetsuit.
Pretty sure this video is a deepfake. MrRhexx is a disembodied voice that exists between the our reality and the realm of fantasy and you can't convince me otherwise :)
he may not be a khajit but he could still be a catboy, you don't know whether he has a tail, and his ears could be tucked back behind the headband of the... earphones...geared toward human ear placement... shoot maybe he only has a tail, you don't know
When 5E simplified the system it took away a lot of the choices players had. New players (who don't DM at all, those that DM noticed this awhile ago I think) are only now noticing the general lack of depth 5E has.
This makes sense as pure talk. In-game, the simplification of weapons and armor of 5e works much better than 3.5 because 5e is much more RP oriented. Variety is achieved with flavor and narration, not mechanics. It's all imagination-based.
On the last session we had and the first of the year (Sunday 23rd 2022), we were exploring Castle Naerytar in Hoard of the Dragon Queen. Some time ago, our DM asked us which magic items would we like to see, I just happened to discover the Serpent Scale Armor from Candlekeep Mysteries (its basically a scale armor with no cap for DEX mod. and doesn't impose disadvantage to stealth), I presented it to him and said, "I believe it's too broken to be an uncommon magic item without attunement", I said "yeah, maybe it's still kinda cool". To all of this, we're a heavy role playing group so we're always trying to flavor a lot of the things we do and, at some point I discussed with the DM if we could make my character's mother an ex-Eldreth Veluuthra who left the Misty Forest after meeting my father (They ended up dying due to "unknown reasons" when my character was 14) Flash forward to the session and we fight Dralmorrer Borngray in the Farseer of Illusk chamber at Castle Naerytar and we ended up discovering that Borngray was my parents killer and doned my father's armor (which dissaspeared after he died). The battle rages and we manage to kill Borngray, my character retrieves the mysterious looking armor made from black scales and decides don it. It automaticly attuned and our DM made the serpent scale armor- sorry. The Hydra-Scaled Armor probably the most badass item I've ever seen! The armor reads the following: Hydra-Scaled Armor (Medium Armor // 14+DEX [Max. +2] // Disadvantage) This suit of magic armor is made from hard, black scales. The armor lies dormant unless you use a bonus action to consume a vial of poison, which is distributed to your blood directly by the armor. Your AC becomes 14+DEX and you are poisoned for 1 minute, both effects end when you lose the poisoned condition. While the armor is awakened, you can use a bonus action to ignore the poisoned condition and gain advantage in all your attack rolls this turn, dealing 2d6 additional poison damage on a hit. You lose 1d6 hit dice when you use this feature, if your hit dices fall to 0 your life becomes 0 and you are dying. Do I have to add that it's a cursed item? I literally can't take it off. I has bonded to me... and I love it, feels like Guts's berserker armor. If you read all of this wow... thank you!
I'm surprised that Tasha's cauldron didn't just add a formula for creating your own custom armor so you could wear a chain mail bikini full plate armor.
I mean, sure, but alot of it feels suboptimal. Like there's a thousand flavors of Lay's, but people still only buy Honey BBQ, Sour Cream and Onion, and Salt and Vinegar for a reason.
@@morganbass3231 well that's part of it. some people have gotten bored of the optimal stuff and want to do things that add flavor, and aren'te optimal. Maybe they want their character to have some esoteric knowledge, or some feat they'll use two or three times across a year long campaign. Also, a better analogy would have been pringles. The masses may prefer BBQ and pizza, but there's always those bits of people who like pickle or mango habenero or some other random flavor.
You could have a pretty impressive crit range in ye olde caster edition, but it wouldn't work very well in a bounded accuracy system. See also why they did away with the weapon specific feats that gave you +1 to hit, a bit wider crit range, and a bit more crit damage, but only with that one weapon.
I was expecting this video to be all the things from 3.5 that no longer in it in 5th edition equipment even though he mentioned every single point about the 3.5 equipment section without realizing it
i would recommend narrative-first rpg's such as my favorites: "blades in the dark," and "dungeon world" almost all of the games are written with simple yet evocative rules, making the game much more open and creative!
My personal favorite is Cypher. It managed to give the players a ton of options without being unnecessarily bloated. It's by far my favorite system because it's fairly simple to understand, there are tons of options to choose from, it's focused more on Exploration and RP than Combat and above all else it's easy to gear it towards any genre you want to play. Hell the books even give you tons of examples of how characters would look in different genres and even help you run games in different genres by giving some charts for various items NPCs and more. That said it isn't without it's flaws. It can be a bit vague at times and it tends to focus a bit more on flavor text than mechanics so certain actions might be a bit confusing but no system is without their flaws.
Yeah almost all of these rules were in earlier editions. Darkwood armour etc A new material added X cost In 5e the designers specifically wanted to simplify the system. Also it stops certain broken combo’s
I've totally ripped a lot of the materials from 3.5 for my game. Most aren't hard to adapt, but sometimes require some scaling back a bit to be equivalent in 5e.
@@alexandriamason2355 The problem with 3.5/PF1e is how complex it is and how the issues in the game pile up more and more at higher levels. Combat is also very slow and becomes ever slower at higher levels. I would love to see something that bridges the gap between 5e speed and easy to learn but with more options like that.
On the DM's Guild, there is a 3rd party PDF: The Armorer's Handbook that has a lot of very interesting stuff, for those keen on expanding the equipment options in their games.
I'm a fan of the Dungeon Coach's Glancing Blow rules for armor. Where if you hit the exact AC the attack does half damage. You can expand that further and give heavy armor increased glancing blow ranges etc.
@ Greg Penismith And where is your grand contribution to the conversation, oh enlightened one? All I see is a bellend trolling on RUclips. What’s wrong, can’t compete with the lads on reddit so you’ve come crawling over here like some middle school drop-out from 2006 tryna recapture your sundered ego? Did yer daddy not love ye enough? Or did he maybe love ya too much ( ͡° ͜ʖ ͡°)
I completely agree with all the points you’re making. The weapons and armor direly need an overhaul errata. Weapons specifically should have their own combat maneuvers. Grapple with a whip, trip with a pole arm etc.
This is an awesome idea. Inspired me to make an optional rule set integrating my rendition of these mechanics combined with durability and a system for attacking specific body parts. I'll leave a comment to it when I finish it. A sample of what I have so far: Armor block system is an optional rule you can use to simulate the effectiveness of armor and add more depth to its function and near-hits in combat. Under this system, attack rolls are instead contested by the target's armor class minus a blocking threshold related to the target's effective armor.
Yeah, In 3.x armor not only had ac, weight, and cost, but a max dex bonus that wasn't just full/2/0 but changed within armor category. Weapons didn't just have damage and type(s) but also critical threat range and multiplier. To Rapiers crit on an 18-20 for x2 damage. Scythes crit on a 20 for x4 damage. I have my own criticisms of the system, but if you're trying to tweak D&D's weapons and armor system without doing a total overhaul and changing it on a very fundamental level, looking to other ways the game has done it would be a good place to start.
@@dynamicworlds1 yes and it a reason why we finnaly got ride of it cuz i became a long haul andit was slowly game and make the rp go away srly he just need to look at a 3.5 i think i never look at the system before 5e i think
I have made several iterations of homebrew weapon and armor tables for 5e, to both help martial characters and make armor choices more interesting. The ideas about attack rolls and damage really spoke to me, especially about the large worms. That's why I've run those kinds of monsters with Str/Dex saves to resist, rather than AC, so it's more dramatically appropriate. If you wanted to release a 5e supplement book going on your ideas, I think that'd be a neat idea, although converting a lot of the math could get crunchy very easily. Finding someone who's play-tested and done those kinds of things could be tricky, but probably doable.
5E was specifically designed to be friendly to new players. Making a ton of intricate rules for each weapon detracts from the ease of picking up the game. DMs with seasoned players absolutely should homebrew additional items into the game in order to keep it interesting.
Yes but I don’t want to always just ‘homebrew it’ because it’s not in the game. Sometimes I want to just run it out of the box. Switching to 3.5e is not an option as most people don’t want to switch from a system they have heavily invested in. I am tired of this response, I have made my own equipment system and it is fucking dull. I don’t always have hours on end to remake and play test a new system. And new players don’t stay new forever, if they stay on the will also get tired of it, so once new players slow down joining in as the games popularity plateaus, the issues will have to be fixed regardless.
@@CarrionKnight if you're going to DM 5E, you're going to homebrew 1 lot. Want tool proficiencies to matter? Homebrew. Want martial classes to be relevant past level 10? Homebrew. Want gold to matter past the first handful of levels? Homebrew. Saying you don't want to homebrew is basically saying that you don't want to be a good DM.
@@andrewpeli9019 I have written all of those rules out, the point is that I want there to be a way within the system itself for those to matter. I have done all the leg work and I know how much more difficult it can make running a game to not simply have the rules at hand. I appreciate the accusation of comparing not wanting to hombres every system of a game beyond surface level to equate to a lack of skill. Say your waiter brought you your meal, but it lacked seasoning and a core ingredient was uncooked, are you a bad customer for then requesting them to give you a completed version of the meal? Homebrew is additionally not even the mark of a good DM, I have seen some atrocious homebrew in the past made by game masters, such as fumble tables that have a chance to instantly kill you for a failed attack roll, or homebrew systems meant to make the players miserable, rather than challenge them. Homebrew is a part of the game, but it is not the hallmark of a good DM, it is like technology, in that it has excellent and terrible ramifications.
That friendliness to new players also makes character creation for veterans difficult. I find each and every one of the archetypes/subclasses are packed full of character and flavour, which is awesome. It's good to have that available to new players. You have a character pre designed for you after a few choices. But if you build characters starting with a concept, I find you often have to bend and twist the subclasses to fit your concept. Sometimes you can just reflavour them, which is the best case scenario. The lack of 'generic' options which are easily molded to fit whatever concept you want is often what I find gets in the way.
@@karnowo I agree, I really like the brute, battle master and champion fighters for their malleability but can’t stand the psi-knight, samurai and the other ‘thematic’ classes for their ‘this is made for one type of character’ style. I think 5E needs more generic classes to flesh out the hyper diverse stuff it has. When every party is so strange in terms of class design it’s hard to manage.
Your DM might use Xanathar downtime. Under buying magic item downtime: "If the characters seek a specific magic item, first decide if it’s an item you want to allow in your game. If so, include the desired item among the items for sale on a check total of 10 or higher if the item is common, 15 or higher if it is uncommon, 20 or higher if it is rare, 25 or higher if it is very rare, and 30 or higher if it is legendary."
@@Breezydotexe Mostly if they were fighting other heavily armored foes they would absolutely flip the sword around and use the cross guard as a hammer, but for some reason that doesn't bother me as much as having a longsword not deal piercing damage.
the worst part about the scythe is that when people think about it they think of the reapers scythe which is modeled after a farming tool and would be horrible as a weapon and there is another weapon called the war scythe which has the same blade but rotated 90 degrees to actually be more useful in a combat situation.
The Egyptians used the khopesh, which is a short handled sickle, very similar to a war scythe. The farming tool is poorly optimized for combat, but does have irregular attack patterns that are difficult to use and defend against. With enough training, it could be a terrifying weapon, but it is better to find a more optimized weapon.
It's also in 5e already in Xanathars and even the DMG to some extent. I think Rhexx got hooked on some drug because he's missing knowledge he presented on only a couple years ago
@@topogigio7031 This vid is really a continuation of his "What D&D could learn from Pathfinder" from 7 months ago. He's put some more thought into it, and is trying to come up with a way to increase complexity without destroying the accessibility and pace of combat.
I feel like this armor damage reduction makes DEX an even more powerful stat than it currently is. Take a rogue in leather. 11AC +5 Dex total 16AC. My understanding with your idea is
good idea imo to make heavy armour even more dominant than it already is in 5e: it adds the full amount to your AC that it currently does (so full plate gives +8, as it already does), but _also_, if an attack hits by the armour bonus or less (so, by 8 or less for full plate, meaning any attack that rolls 18 to 25), the incoming damage is reduced by the armour bonus (again, 8 for full plate). This makes heavy armour exponentially more effective than light armour, to a degree that probably requires giving Dex some minor benefit to compensate for how disgustingly effective heavy armour is.
The last dungeons and dragons game I was a member of the major cities had trade Guilds that the players could go to for equipment that would be able to bring in equipment from the other guilds after a certain amount of time. The restriction that the DM put was that the more expensive the item was the longer it generally took to acquire because the guild would have to search their coffers for it. And if it was really specific they would be able to point you towards a quest if necessary Where that item could be found.
AD&D2e, " More rule, more dice rolling, longer slower action encounters." Non - weapon proficiency Juggling, +2 in boxing and simple catching, hard difficult catching such as catching weapons throws roll under your Dex score, parry incoming arrows = roll under half your dex score. Most " Juggler " kits or rogue sub classes had a requirement of 14. So the PC catch rating was a 70% chance. Tumbling, just roll from or out of the way of danger. Dancing, depends of who your DM is and the house home brew rules, +2 def cause you learn to .. roll with the hit .. or side stepping. Reason, Italians were getting trashed by Spanish fencers due to their foot work. The Spanish would get dunk and play fight with their swords in their scabbards as they danced, they were always training even as they .. danced.
@@AO-ly3mv I cant blame ya for that line of thought. If the bed looks like sh!t, the entire room looks like sh!t .......even if the rest of the room is spotless. P.S. Bed looks made, just "stuff" on it.
That's why I love the 3.5 arms and equipment guide It had hundreds of options for armor and weapons including the materials they were made from like Iron and steel weapons, cold iron, mithral, quick silver, silver, adamantine, battorian green steel, gehennan morghuth-iron and many other kinds
The Base equipment lacks the variety and versatility of older additions like 3.5. So, in my opinion DMs should go back and read through the old material. They can use it to draw inspiration. I'm sure everybody remembers mastercraft items. You could even throw in master craftsmen to do custom items and armor, apply enchantments, add cool clockwork gadgets, and so on. The good thing is you're only limited by your own creativity. If you have something you want like silenced heavy armor, a wrist mounted "Hook Shot" or something, just ask your DM. I'm sure they'll oblige.
Well, oblige in the sense that you can go on a quest to find the master crafter who will install that kind of technology on your equipment. Still very cool.
Buy the pathfinder 2e rule book. He’s pretty much describing exactly how weapons and armor work in that system and it would be very easy to port it into 5e.
@@stefanomartinelli7344 Do you remember ths scythe x4 critical? The Weapon Master was either a 12-20 range critical with the scimitar (x2), or a 16-20 scythe (x4).
Or maybe put different benefits to different types of armor. Like... Hide armor is weak but it's easy to repair/modify. Studded leather armor can increase unarmed damage/damage against barehanded attacks. Plate is more effective blocking piercing or slashing damage but weaker to bludgeon. Chainmail is strong against slashing but weak to piercing. Players think "oh, we could run in with plate but this monster deals blunt damage and after a certain damage threshold the plate causes damage to the wearer and stops being effective and we have disadvantage on attacks while wearing it, so let's grab the scalemail that's resistant to blunt but plate allows you to resist being knocked prone. Which should we choose?" Also, a variety of shields would be nice too, bucklers, targes, kites, round, big ass Spartan style shields, tower shields, or something like a gladiator's cestus that covers an arm and allows them to do increased unarmed attacks as a bonus action.
As a pathfinder (1st Ed) GM, I'm happy with the weapon system that give enough variations (different crit multipliers, different crit chances) to allow variety for the players. But I agree on the armors and I love the idea of create variations based on their materials and components. It makes me want to go through my monster manuals and use the entries to imagine what properties their scales/leather/bones could add to armors. That would be a fantastic alternative system, and a interesting new way to make my players invested in their gear, or in the monsters they fight ("oh ! a bulette ! I wonder if I could have a crazy armor crafted out of it !" -> the kind of reaction that I want)
@@venomvine3957 the Pathfinder system (as found in core rulebook) doesn't allow much armor customisation beside cold iron, adamantium, mithral, ironwood and dragon scales. What I had in mind was more Monster Hunter oriented, to allow player to tailor their armors into whatever they want or need. It opens a whole world of research, tracking, huntiing, skillcheck to loot a component without damaging it... I'm not aware of something alike in Pathfinder, but maybe it already exists somewhere in the huge mass of little 30 page books out there.
@@samueloster95 I saw other people in the comments recommend ADnD 2e, 4E's Mordekeinen's Magnificent Emporium expansion book, and DM Guild's Armor's Handbook for more variety on armor materials and modifiers. Haven't personally checked any of them out (yet), but they're probably a good place to start if you've got the time.
My house rule: You can buy or upgrade your weapon with money up to +2 From +0 to +1 You need10X the price of the original item + some monster part or gems, also paying for the blacksmith work Studded leather is 45G, so you need 450 and the leather of a black bear and another 20-40G for the blacksmith. now wait for a week or two and you have your armor.
How has the gold balance worked for you I was gonna do a "pay the same price for the armour plus 1000" so to get it to +3 you'd need to pay 8500 But that is coming up alot cheaper than what you have done
@@philpeters3689 Yeah, you don't want to do it linear like that. Make it truly a journey for the players if they want to make these items themselves. They will appreciate the challenge.
@@anhero2377 oh yeah Forgot to mention I was gonna make them do quests for the smith whenever they wanted to upgrade their stuff. Was gonna get them to do a quest to upgrade the Smith's Tools (to unlock +1,2,3) items and then also an ingredients fetch quest or a Smith's favour quests. It's the monetary part I'm stuck on I want it to be easily remembered and a fair formula
@@philpeters3689 they get the money from hunting monsters, in my games you can't just fling a fireball at bear and expect its hide to stay sellable. Let tale about a red dragon, you can get money from its hoard but the body of the dragon is much more valuable, you can sell the scales the bones the blood, everything but you don't want to damage the corps too much since it's prices will go down.
Even in normal D&d, the magic item is way too expensive, without counting expenses, and preparing for battles only gets more difficult. Let talk about zombies, you can't just kill them they are poor souls that were trapped in their dead bodies so ethically good-aligned PC should try to kill them fast to put them out of their misery. after that, they need to take the zombie's dead bodies to the church to have them purified and get paid 100G per corpse, how to transport them? you need a wagon, horses... I never understood why in D&d the hero who will save the world doesn't have an army supporting him?
The Tabletop RPG "Genesys" has a system with two types of armor class; "soak", which reduces incoming damage from any source, and "defense", which improves your ability to avoid damage. I've always wanted to bring this type of thing to D&D and you have summed up how to do it perfectly. I've been thinking about this hard for some time, and I've been thinking about a homebrew campaign with a ton of additional rules and I will certainly be adding these ideas to my campaign. Thank you!
In regards to the AC with bleeding damage, I am curious about how quick it be for players to calculate the damage they take in combat. Combat can already be slow, and my main concern with this system would be that it may slow down combat even further. I'd love to get an update in a future video describing how your testing went.
I think the best way to get all this to work is to just develop a video game where the fighting happens (with sufficient tools to make sure spells can work properly and to have a DM make a storyline).
You could have them write 2 AC numbers so they can say hits/hits armor/miss, then have them also have a DR stat to have it available to just do quick math
That kind of EPIC damage with certain weapons, somehow existed in 1st edition of the Rules Cyclopedia. You were able to become a master or Great weapon master on specific weapons. The better you were at it the greater amount of damage you were able to make with that same weapon.
Woah. I don't normally watch his videos, but listen to them instead. I've never seen his face before; not what I imagined. I always pictured him darker, with darker hair, and a heavy frame. Trippy how the brain adds a imagine to a disembodied voice.
My DM for Tomb of Annihilation made it to where the Pterafolk spears that we picked up were Claw Spears, so you could choose whether or not to do slashing or piercing damage. Also, he said that if we rolled a nat 16 or up, the damage die would go to 2d6 from 1d8 because it's a heavier polearm and rolling in that range was supposed to signify that we hit with the sharpest part of the claw.
Wow... I'm early... And I can totally get behind this video. ALL of this. EDIT: Regarding this new armor system you've thought of. I think other ways to temporarily boost your AC would be a good addition to it. Think like, bracing against attack, or reaction spells that add a layer of defense. Or just ways to reduce damage in the moment, in general. Since there are some monsters out there with ridiculously high damage, and hit modifiers, that reliably hit all but the most rediculous ACs.
@@billskinner7670 Look, I've played 3.5 before so I can understand why a lot of people like it, but I don't. There are two reasons: 1. The mechanics just feel unrefined. (They all make sense as to why they work the way they do, but they don't quite mesh with eachother smoothly.) And, a lot of the classes and such from later books are unbalanced (Not too big of an issue as I can just ignore them.) 2. The system has been ruined for me because of a really bad dm who claims it is his favorite system and has been playing ever since it came out. He did the whole 'DM PCs cooler than the party, changed rules on the spot to screw us over and just threw in horribly unbalanced homebrew that he wasn't even running right, just to name a few things he did. I don't think 5e is the best system, but it works well enough to have fun. I just hope I can get my friends to try another system one day.
@@Pepper_Pip hmm. Have you tried Fate Core? We started with Dresden Files (urban fantasy), and no less than 3 members of my gaming group have written fantasy homebrews of fate core. Bad GM can ruin the best game. Sorry that happened to you.
@@billskinner7670 I've been interested in Fate, and I was thinking about trying it out if I can convince my group to give it a chance. Would you have any tips for new players?
@@Pepper_Pip hell yeah! (Warning: some of my advice might be specific to Dresden Files, but its still applicable, just not baked in to the Fate Core mechanics) For each character, even without knowing specifics, I can say, consider a trapping swap stunt! More generally, in fate, the charcters are supposed to know each other, not necessarily before adventuring starts, but before gaming starts. A session 0 is immensely valuable for any game, but built in as mechanic/recommendation for fate. There is a place on the character sheet to say how you know 2 or more others characters! So, the adventure could still start in a tavern, waiting to get hired, but at least the group knows each other! And you can make sure the group has the necessary skills covered, etc. Also, as there is no Monster Manual (that I am aware of), etc., Take Turns GMing Dont let one bad GM ruin things for the group. Fate is very flexible, pretty simple, and easily adapts to homebrews. At its core, it has 3 mechanics (yes, 3 basic rules!), that tie into each other seamlessly.
I am a "Das Schwarze Auge" GM, you basicly almost described our Armor/Item System. Look it up and give it a try. It's more work at first but when you get into it it also flows quite well.
In regards to armour, the second stat would have to be mobility. Perhaps an endurance penalty/fatigue for the heavier armours, Or increase movement range for lighter sets,This would truly make armour selection dynamic. This was also a factor in historical armour selection.
I like the idea that armor having special trates based off of what it's made out of, like getting a bonus/advantage to a skill check or DR agans't an element
Also, combine it with artificer infusions so there are more traits, and they can last for weeks, AND, IT COULD LET YOU MIX AND MATCH!! YOUR WATER REPELLENT THIEF, LETTING HIS SHARKSKIN ARMOR LAPSE, AND PICKING UP VAMBRACES OF THE MONKEY FOR BRANCH SWINGING!! or boots of terrain, or whatever.
My DM has actually been doing the armors and weapons of different materials and Craftsman levels for a few years now! Always nice whenever you come across a Dragon's Hoard and a weapon has been sitting there long enough to go from "great" quality to"shoddy" quality. But hey! At least it still has that enchantment! We can take it to a expert blacksmith for everything else.
@Mr. RHEXX I am a special education teacher, longtime and fan, dungeon master. I am creating a fantasy educational board game and listening to everything you say about what we use in teaching: 1. Reward System: You said players saving gold for armor upgrades. 2. Giving characters/students choices. You are repeating teaching techniques that translate nicely into board games, into teaching.
I'm always thinking of ways improve 5E, and have adapted equipments from other systems like Pathfinder. I really love your idea, and I hope you can write something out for us all to test and contribute to making it better
Well, 5e is more set on being simpler and more easily playable than 3.5 or 4. Some veterans may not really like it, but as someone who started with 5th, I quite like that. I guess there could be some variety, but I think it is just fine as it is. It makes getting people into the game much easier than to explain many very complicated rules.
@@Max_G4 the problem with 5e is that while it is simple to pick up and get started in, it is INCREDIBLY shallow and its many mechanical issues become incredibly clear. Thankfully 5e is a good introduction to the d20 system so it isn't difficult to move from 5e to another d20 system game like either edition of Pathfinder, older editions of D&D, or other games like Legend of the Five Rings 2e.
It seems we are all in agreement. The easiest solution to 5e's oversimplicity is play a different game. If simplicity if what you want, homebrew your own fantasy game from Fate Core. No less than 3 members of my gaming group have done this.
I quite like 5e, and love playing it with my friends, I grew up with 3.5 and loved it, but it was also a tougher job to get into than what 5e is today and I like that it is streamlined so my new friends who are interested can easily start up. I might try to homebrew the crit ranges into one of my games though, just to see how it might affect the game, might have to buff some other things to on my side of the game to balance it, but it will be trial and error i guess
Historicly many weapons or armour types were specifically developed to defeat specific situations in mind, the classic example being pikes vs mounted forces. In DnD everything feels way too uniform, even magic items often have very similar mechanics.
Yeah, the idea of having armor that is specialized to reduce different types of damage would fit this nicely. The heavy armored feat annoyingly has all types of physical damage reduced, but it would be cool if your armor was, say, chainmail, it could give +4 slashing resistance, -2 bludgeoning resistance, -2 piercing resistance. That would match what chainmail was designed for. Then each piece would have tradeoffs, and the ones with overall more protection would cost more. Fine chainmail could have +5 slashing resistance with the same drawbacks and cost more gold. Etc.
I remember 2nd edition made adjustments for "Armor vs. Weapon type". Example: Chainmail was designed to counter bladed (slashing) attacks, while Padded would counter bludgeoning (battery) strikes. It was a simple chart and made sense. And shields were treated important and better (than just a flat +1 bonus to AC).
@@persephoneunderground845 That makes no sense and isnt even accurate/has the same flaw post chainmail D&D had till 3e. Plate (and especially heavy/maximillian plate and while not at all combat practical except maybe for doppel positions, jousting plate) would by all accounts resist ALL damage massively (and could be easily represented in 5e by a upgrade to heavy armor with 21 ac, but prevents you from benefiting from a shield as you are already effectively wearing a shield even with regular plate just as they went out of use for armored troops/knightly classes in history from circa mid to late 14th century on). Lots of early, tho really even up to mid 16th century firearms/essentially 99% of them till fake and then true flintlocks were pointless vs it along with the doublet below making the idea for piercing weakness moot and even anything short of the kin of a horsemans axe or crows beak did near nothing as far as injuries to the person (in fact just charging the horse with any stick to try and knock the person over is/was the better choice to follow up with a CDG which in 5e is represented by advantage vs prone and rogue sneak attack) with crits being maybe headshots.
3.5e has some different options for different versions of armor based on materials! It's fun to bring in some rules from older editions sometimes to add more detail to a game, or homebrew
My Homebrew Rules for Damage types: Slashing deals an additional hit die of bleed at the end of the victims turn (Bonus action to staunch), Piercing Crits on Nat and 'Dirty' 20 rolls, and Bludgeoning can move an equal sized or smaller 5 feet or more depending on size difference and stuns on a crit. I also allow nearly all weapons to be used to deal any damage type depending on the flavor (half-handing a longsword or thrusting with a halberd) and I feel like it separates the combat styles much more. I also have additional effects for elemental stuff but that's too much to go into...
YES! I went on a tangent with a good roleplaying buddy of mine over how abysmal Padded Armor is! Also on the weapons one of my largest complaints is a Glaive vs a Halberd. There is LITERALLY no difference between the two aside from price for no reason at all. Additionally it makes a Halberd not even feel like the actually BAD ASS weapon that it is, as well as versatility in damage types. I have in fact homebrewed a Halberd that allows you to choose between slashing, bludgeoning, and piercing damage types provided the wielder has proficiency with martial weapons. I also homebrewed a Whip that allows for a grapple! The gist is that you made me extremely happy with this video, I am not an insane person for noticing these things 😆
A friend of mine recently made a polearm fighter with a halberd. He bought up that the halberd is listed as slashing damage. The whole room went silent and we were like wtf? OK, you arent allowed to use the big 2 foot spike on the end of your halberd. No sir, I house ruled that he could do either slashing or piercing as he wanted.
@@IkariMadness you can do bashing damage with a longsword/most european style swords, its called the murderstroke/mordhau grip where you grab the sword by the blade and use the pommel and guard to bash an opponent (improvised warhammer) one of the reasons why i want to play dnd is to confuse the gm with it
Love it. Already do it. I actually switched back to WFRP2e with D&D mixed in order to get more variety. I love that you have a hit location, so you can make monsters like turtles take no damage if they get hit on the shell, but high damage if you hit a fleshy bit
Agreed this would be an epic team up for @MrRhexx & @Shadiversity! Love the idea of the AC gained from Armor vs say Dex acting as a base damage reduction similar to the Heavy Armor Master feat for basic physical damage types (Which could still be stacked not negating the feat).
I think bludgeoning weapons should have kinda like "armor penetration" or carryover damage if the armor takes the hit since weapons like maces and warhammers specialized for causing damage through armor.
One of my homebrew table rules was reworking how armor functions. The heavier armors all have resistance to cutting and piercing but give you vulnerability to bludgeoning to simulate that. While leather armors and such would get a weakness to one damage type or another, or in the case of padded armor, resistance to bludgeoning and piercing to make up for its less than stellar armor class.
Older versions of D&D emphasized items since classes didnt have as much power with the exception of wizards and clerics. Finding a magic item was such an amazing event. In 5e most people truck a dozen unidentified magic items in their backpacks.
Which is interesting, since you'd think a magical world would be filled with magical artifacts, but no. Apparently older D&D settings were basically: "Medieval England but there's like three actual wizards and a dragon somewhere in the world. In the meantime, have fun LARPing the Hundred Years War! Magic isn't real." I much prefer settings where magic is prevalent and has shaped history in all sorts of ways. If I wanted to play a low-magic setting, well, I could just go outside.
@@blatantarrogancex5378 I wasn't in the past. And everything isnt on the DM. The rules in the book bootstrap the community with a set of rules and influence all gaming tables. Is it in the DM to change a rule? Sure. Is it on the DM to go to Pathfinder? Sure. But WOTC has an obligation to set the baseline and not introduce an unbalanced system
@@Devadas44 Richard Attenborough should be providing narration. “Here we see the ‘Table Top Role Playing’ Homo Dodecahedronus in his native habitat. The males of the species only mate once every 20 years, so nesting and other hygienic behaviors fall to disarray until they are accidentally by a suitor...”
I watched both this and your collaboration with the Dungeon Coach and 2 main points I have. 1. You are a wonderful human being for keeping your cool while being cut-off so many times lol 2. I was thinking of how I could find a way to make armor have a damage threshold (basically its own set of hp) that warrants the need for players to visit a blacksmith or such and pay for repairs. As their armor or shields get damaged over time, they would lose AC bonuses until the armor is fully destroyed. I had already thought about your shield taking half an attacks damage if that attack "missed" because of your shields bonus. I'll be rewatching those two videos to work it all out and then playtest it in my own games. I'd definitely like a follow-up video on how well it went for you. Love your content, keep up the fantastic work
AD&D2e " Complete Fighter Handbook, " Armor had a set of damage points for each hp dmg hit the PC took in combat. Then in D&D3e, shields had a set of hp so PC can smash through their foes shields for drama action. All materials had a hardness rating/ DR: damage reduction before the item took any dmg from any given hit. Home brew due to the thickness of the metal, all metal armor removes 2 pts from weapons hits. A blade ward forearm bracers would be uncutable, but your elbow will still take kinetic impact stress from hammers and axe heads hitting your forearm as a block instead of parrying the blade away from your body.
I allow my players to purchase customizations for their weapons. Different materials for weapons and armors have differing numbers of enchantment slots. Different stores have access to different levels of enchantment, different enchantments have different material requirements. It lets me know what my players are looking for and it lets me set up interesting encounters for them to find the materials they want. The dwarf of the party has also been carrying around pickaxes now so she can collect the right ores for her dream weapons
MrRhexx, I'm currently working on my own ttrpg system and have been working on my weapon system to actually feel like the different weapons are meaningfully different and so far have added a handful of your recommendations (the dagger having a higher crit chance). This was an amazing video and really helped me out a lot in developing, hoping one day I can see you playing my game or talking about it! edit: My armor system uses two stats: Dodge Rating (to hit you) and Armor Rating (Damage Reduction).
My armor just has defense(damage reduction, and is enhanced by agility or natural armor) in my system. The higher defense you go, you start losing movement speed and eventually stealth as well. My friend and I have like 10 groups of weapons the system, each has it's own little quirk.
@@orionar2461 Could you explain more of how that works? Never liked how natural armor only worked without armor. I've been looking for an intuitive replacement, but I still like how 5E (and older editions too, I think) handle maximum dexterity bonus for different armor classes.
I love so many of these ideas. My first reaction is to jump in and add benefits and/or hinderances to current and new weapons and armor. I’ve considered giving armor resistances and durabilities for a while now. Then I remover how I love the easy play of 5e and I’m on the fence again. I’m going to bring this topic up with my players and see what they think. Great video!
Monster Grimoire only has 6 days left! Go get it! bit.ly/2PJlBRh
Can we have "What they don't tell about Thessalhydra?" episode?
nice shirt.
Your the best, the Elminster of youtube!
I like your content cause you do it with love bro..
Mundane Armory is a great homebrew for this very topic :D
It's so weird being reminded mrrexx isn't a disembodied voice
ikr?
This comment NEEDS at least 3 000 likes.
What im wondering is.... why bother recording video of yourself and not tidy up a little (hide the mess in a corner off-screen and tidy up the scruffy hair a lil bit)
@@johnrivers69 does it really bother you to know that he not only has a human form, but is in fact human?
@@johnrivers69 Thats effort. If you start "streaming" you either really care for your representation or you dont.
Its either as simple as turning a camera on, or it becomes a "set" , like a fake-representation.
This is more "real" , so it has something.
What you are describing is nearly perfectly DnD 3.5. Weapons had different crit multipliers and ranges. Also there was a book named "Arms and Equipment Guide" which had also a section about different materials for your armors and weapons. Maybe give it a try.
or maybe play another system, there are lots of systems with more nuance to the equipment than dnd, people critique the things they dont like of dnd, but they can play other sistems, for example my favourite sistem: anima beyond fantasy, its weapons are all diferent because they have lots of stats, base damage, initiative, endurance, breakage, primary damage type, secondary damage type, etc and armors have 7 diferent armor types, so you have to think about if you wanna go first or do tons of damage, and what kind of creature you are about to encounter
@@Necrotaku999 Anima is also a total mess though lol. 1st, 2nd, 3rd editions all had a lot more weapon variety than what 5e provides for. Hell 4e did, even with the weapon based powers. It's my hope that in 6e we get substance in our weapon choices. 5e is kind of the outlier here.
@@Mavairo yes absolutely, but thats the good part, its easier to simplify an overcomplicated rule than to try to expand yourself, in my table the endurance and breakage of the weapons just doesnt come into play unless there is a very big chance of breaking, and some OP builds are banned while the setting is very high magic so artifacts are common.
In my experience anima its a wonderfull mess perfect for over the top become god adventures
Dont get me wrong im just getting properly into dnd and i absolutely love it and maybe because i come from playin anima i apreciate how the weapons are mostly a roleplay choice, no op katana (really, anima has a problem with katana) no impossible weapons just aesthetic and a bit of rp choice
But absolutely yes anima its a trainwreck and thats a reason i love it
@@Necrotaku999 Try Exalted instead for over the top. Anima has some of the coolest character creation I've ever experienced as far as options, but that's kinda where it stops. There's not much to adding to D&D weaponry, given there's 4 previous editions to draw and take inspiration from, plus Pathfinder.
I've done both ways on rpg rules development, it's easier to add stuff to a loose core than something like anima, which is just monstrous because there's less rules to worry about cross interacting with. I've been around the block for rpgs a few times.
@@Mavairo i dont know if exalted its published in spanish, but i dont know if it can be more over the top than anima, at least anima in a very high magic setting
I love the idea of different armor materials. Dragonscale Scale Mail giving extra AC and an Elemental resistance matching the Dragon Species. Leather of a Giant Shark giving a swim speed, and others such like that.
We used that as a House rule since 2nd edition.
In my fiction story the main character is a high level eldritch knight who slew a blue dragon and has a jerkin clad in its scales that acts as an amplifier for his lightning based attacks.
I could see it becoming confusing. Take Studded Armor, for example. Do you consider the leaher material? the studs material? both? it could become weirdly complex that way. Even Dragonscale Scale Mail: Which kind of Dragon?
@@joaosimao6325 Huh? There's rules for using different dragon leather armors in 3rd. It's not that complicated.
@@joaosimao6325 dragonscale mail seems like it would give resistance to the element associated with the dragon. Maybe qualify as magic for the purposes of things that destroy non magical gear.
Was I the only one saying, "That's in 3rd Edition D&D." for every point he was making? Materials, Crit Range, Crit Multiplier, all that is in 3rd.
Man crit scythe was so funny
Nope. Every, single, point.
@@nhattuyenvodieu3103 Crit Scynthe? [ x ] I Would like to know more! :D
you're not the only one. I was like so flat-footed? haha
Everything he said was so precisely 3E that I can't help but wonder: has he NOT played 3rd Edition... or HAS he played it and is hoping his viewers haven't so everything looks like his own idea?
I’m absolutely that guy who shows up with a level 2, AC 19 paladin.
I can do you one better, level 2 AC 20 artificer
How about level 1, 22 AC Forge cleric?
@@hunterkoons2008 that’s temporary AC from shield of faith, so I don’t think it counts
That's fair
even better level 2 Blade dancer wizard with 20AC going up to 25 AC when casting shield
I always thought it was weird that there is a magic shield that gives you more AC against arrows and such, when that should probably be a feature of shields to begin with
Otherwise, why would armies be using shields against arrows since antiquity, right?
True tho
Yeah, just carry tower shield
its should be a tower shield featheur . sheild walk: you have half cover but half speed . useing non piercing dmg attacks gives you dis
It's a normal feature in my homebrew.
“You shouldn’t be fighting bugbears early game anyway.”
*laughs in lost mines of Phandelver*
Bugbear are good "end of dungeon boss" for the first few levels. Have a bugbear be the chieftan to an orc tribe, makes that final battle so much more intense. Then later on bugbears can be used as cannon fodder. They are really very flexible and useful creatures that can be used at any point of the campaign - if you know how.
The party is using a homebrew system shamelessly stolen from Black Clover, and managed to 1 shot a group of kobolds using a 1st level spell, and then 3 shot a bugbear by being creative. That group of kobolds and a bugbear are gonna be reccuring villains though(they are known as the redditorz, with the leader being Mrs Chungos, a bugbear. By the next fight, she's gonna be a chieftain with a Kryst (our equivalent of a grimoire) and the kobolds are gonna have armor and be better trained.
LMoP was my first campaign. My level 2 party killed their first bugbear in one round by collapsing the roof, after worrying it would be too strong for them.
When we played LMoP, our lvl 1 party of 4 killed the bugbear in 2 rounds. Sure we can fight bugbears in lower levels
Oh lord I remember when this was their crowning achievement. 1 player(wizard/ cleric/ fighter multiclass) oneshot a barlgura at level 7 via the ice nuke. At level 16 they had to fight a homebrew boss called the True imposter that had 500 hp, AC 20, and a ridiculous amount of damage. It took them 12 turns.
The thing about dnd armor I have a problem with is how there is only one "shield" to use and how it only adds a little to ac
when the reality is sheilds run the spectrum from steel fist blucklers to your barbarian strapping a draw bridge to his arm and everything in between
Oh yeah, sometging i did was seperate the shields into 3 catagories of light, medium, and heavy. So things like a hoplon shield (requires heavy armor proficiency) gives you +2ac, and gives you the reaction to give disadvantage to an attack against an ally within 5ft of you, but the shield weighs 20lbs. Where as the Buckler (light armor) only gives +1 ac but acts as an offhand weapon that deals 1d4 bludgeoning damage.
This as is would create an imbalance of weaponry for duel wielders so i made some changes to those as well.
@@vadaritis Can you elaborate on that dual wielder problem? I'm trying to fix it myself, so I'm always curious on how other people did it.
There is also aswell the question of being without a shield and what reasons for that. Besides gish spellcasting.
Doing a swashbuckler sort with rapier and a free hand doesn't work in dnd5e, not in a you can't do it way, but you're losing 2 ac.
@@yanderenejoyer so, i mostly made it so that if you are holding a weapon in the offhand that has the Light property, you can make one additional attack with it as part of the same action instead of the normal bonus action, meaning that characters like rogues can use cunning action and rangers can move thier hunters mark without conflict. The buckler doesnt have that property so still requires the bonus action.
@@falionna3587 fun fact swashbuckler swordsmen actually used bucklers, and were thus called because they could hook the buckler onto the hilt of thier sword when not in usage and made a shwooshing noise when they walked. But yeah... i agree, i also want there to be a parrying dagger XP
In my experience with foam weapon fighting, flails are definitely devastating to shield users. The flexible end simply wraps right around the shield and hits them in the upper arm/shoulder, head, or back. Axes can be as well if the shield doesn't properly cover the shoulder of the shield arm. The head of the axe can get over the upper lip of the shield and hit the person holding it.
There is also the fact that once you hook the shield you do not pull towards you, you angle the blade and thrust, this opens up the neck of the thing being attacked! It works, in fact it's lethal.
That is the main use of the flail, to wrap aroudn the shield and brake the persons hand, arm, skull or chest.
This made me think of someone hooking the top of the shield with an axe, pulling it down to the floor using the leverage, and then using said sheild as a foot stool to step up, then kicking the opponent in the face.
Me in curse of strahd with 3000k gold:
“Do something” *poke*
I have 3000 gold a broken half plate and no mending user.
Not wanting to make a money bin and swim in your gold like Scrooge McDuck.
Did you mean to say you have 3 million gold or was that a typo lmao
How the hell did you manage to get 3M gp in CoS? Everything costs 5 times as much as it usually does. We ednd up burning any money we get on spell reagents, I mean revivify costs 1500 GP to pull of in Barovia.
Small nitpick, but saying "3000k" is saying "three thousand, thousand" which would be 3 million.
You really sparked a thought with the "block a purple worm with your shield" scenario. Maybe you can explore giant creatures as environmental hazards rather than merely creatures.
So, fighting the purple worm stops being AC and damage and maybe becomes more about saving throws and climbing.
This right here is a brilliant idea that I will mark in my notes for later.
That’s the kind of thinking MonarchsFactory do a lot on her channel when she reinvent creatures and encounters
Avoiding a purple worm could be like rolling a reflex save against fireball or something and maybe just tweak how much if any damage is taken on a successful save? Maybe then the armour damage reduction he was talking about acts as a nice safety net for failing since heavy armour characters probably aren't very dexterous, I don't know I haven't played DnD but from what I do know that could be one way.
This is a potentially brilliant idea you have. I'm thinking with the example of the purple worm, instead of rolling to attack, just declare the worm is biting said player. Have the player make a dex save. If they fail, they take full damage, if they succeed they take half, if they succeed by a large enough margin, they take no damage at all.
if you're fighting something on that scale, mabye individual parts of its body could qualify as individual targets.
Once I get to Dm,
Equipment is the first thing I homebrew.
This is absolutely hitting one of my largest gripes with 5e and how far the pendulum swung toward oversimplification. I regularly tweak weapons and armor to make the choices more interesti-- exist. To make choices exist lol I'd love to see what you make of it
as a 4e DM, I have yet to be convinced to switch to 5e. that being said, I don't begrudge 5e especially if they it helps people get into d&d generally speaking. hell, quite a few even switched over to 4e that I know of from reddit.
more to the video's point, I'm used to weapons being pretty distinct, even a bunch of weird exotic weapons, due to them having different "stats", magic abilities and dedicated feats and powers character-side, and of course, RP flavor stuff. having lots of viable choices is great
@@BurghezulDjentilom I'd never have switched from 4e if I hadn't had to sell all my books. It's the best version of the system as far as I'm concerned
@@benl4198 Jim Murphy, legendary dm who's played it all since og d&d in 1974 agrees with us
regarding the books and tools, I definitely you can find those online, try doing a good ol deep search, or even try reddit r/4ednd. I think it grew especially with virtual tabletops being so necessary lately. best time ever to return
The real problem is D&D has some rather outdated design elements as well as a position where it needs to hold onto the status of being an entrypoint into the hobby. Without reworking the system in very fundamental ways (and not sucking at the attempt like 4e), the need for simplicity and consequences of stripping it down for that simplicity are going to clash in messy and unavoidable ways.
@@BurghezulDjentilom if my group offered to switch back to 4th, or 3.5th, or 3rd, I would jump! I have played Basic and Advanced and every edition since. 5th is the only one I IMMEDIATELY disliked. I never liked 5th, not for a single second. I would prefer it over going back to 2nd, but that how for back I'd have to go to find an inferior game.
If you want simcity, go Fate Core.
today on MrRhexx: what if weapons were like in 3.5
a lot of comments are saying that but it is more than that. Has traits with the old d20 conan game and advanced dnd.
@@jkl1110 Yeah, I was going to mention AD&D 2nd Edition. Lots of things being taken from that. TSR liked some complex stuff, Wizards of the Coast tends to like to dumb down and homogenize most things as much as possible.
@@dragonnasxavier3473 streamlined isn't dumb. There is a reason that most of the successful games are like that. Easy to learn and play. Super easy to homebrew too so never lacking for content. Also ttrpgs at that time we're all based of wargames so hardly a fair comparison
@@jkl1110 You misunderstand my meaning. Dumbed down is defined as "simplified so as to be intellectually undemanding and accessible to a wide audience." I'd say that's certainly what happened since WOTC took over D&D. Do you disagree?
@@jkl1110 You yourself said it was "streamlined," "easy to learn and play," "super easy to homebrew," and like most of the successful games (homogenized).
Grimhollow campaign setting actually added some of this specialization in the form of advanced weaponry. Armor piercing gives you a +2 to your attack roll if the target has heavy armor, guard means you can basically gain the sentinel benefit if you didn't move on your last turn, etc.
You should do a Kickstarter for a supplement book about this stuff. I think it would be popular. Team up with people like runesmith.
I’d back it 100%
Somebody already did.
Way back in 1985.
It was called GURPS.
might aswell just buy the 3rd edition rule book, all he mentioned is part of it...
On DMsGuild, they have a great homebrew supplement called “The Complete Armorer’s Handbook” that lets you modify and enhance your equipment within 5th edition rules.
Go to gmbinder Stormchaser Character Rules.
I feel like with your crit and grapple suggestions came from looking at the 3.5 weapons
Completely agree. Love that about 3.5, weapon choice felt more impactful
Agreed! All it would take is to give the items some new property types to keep the rule adjudication simple. I've been working on a set of homebrew rules that adapts all older edition weapons and their properties to 5e-ish simplicity, categorizing them into weapon families to keep proficiency handling simple. As for armor, adding damage reduction against certain damage types is a great option to add realism, but if doing so you should reduce the AC of those items to compensate, and perhaps add vulnerability to certain damage types as appropriate. For example, full plate would reduce piercing and slashing, but be vulnerable to bludgeoning, chain mail would reduce slashing and be vulnerable to piercing, padded reduce slashing and bludgeoning, etc. It'd take some playtesting to establish good numbers for all that. Alternatively you could use resistance instead of reduction, which would make it more comparable to a barbarian's rage while still not infringing on their territory wholesale.
One of my favorite parts of 3.5E was improving and optimizing my weapons and armor. It made getting gold extremely important, because there was a very good system for using gold to buy improvements to weapons and armor. Assuming there will be a 6E sooner or later, I hope it reencorporates a more 3.5 style magic item system.
which the magic item economy in some form in 1e, was removed in 2e and reintroduced with splat, fully reintroduced and expanded in 3.x.
Its likely to be even more dumbed down if anything. 3.5 and Pathfinder (1st edition) are the places to go for classic D&D fun.
I always imagined you were just a pair of floating eyes, but you got like arms and stuff
Huh
You need to look at the weapon table in the 3.5ed of Dungeons and Dragons. It has the things you want to see.
Pathfinder too
His idea for Scythes is literally how they work in 3.5, they have a 4x crit multiplier.
That's why I slightly dislike 5e, every single group I play with eventually goes "oh if only it worked like X" but when I say oh well it works like that in (slightly more complex but available system)!
Complete silence cause no one wants to learn another system. I've just taken to throwing my players off the deep end into these systems and being present to help rather than the eventuality of the "I wish but I won't" talks of improving 5e.
You're my hero! Not only did you layout a spectacular argument and video. But you had the ultimate courage to show what a real person's bedroom looks like.
For the weapon basically you look the equipment chapter in the 3.5 Player's Handbook.
The more I watch this, the more I want an Advanced D&D for 5e.
Pathfinders
I agree. I have 0 interest in pathfinder 2e.
3.5e
@@TalTheRpgLoving having played 3.5 for many years I never really want to play 3.5 again. 5e isn't great but its approachable.
@@TalTheRpgLoving Yes exactly! 3.5 addresses all of 5e’s failures and it’s completely customizable!
I've actually been writing a handbook that goes pretty deep into this. I cover other things too, but in this area, it can be summarized into a few points:
*Armor and Dodge are completely separate, functioning roughly as you describe
*dodging an attack means you take 0 damage, wearing armor means you take reduced damage.
*Armor values are very high (take ac from players handbook, subtract 10, and double remainder). this means a heavily armored character is completely immune to damage from some attacks.
*Armor can be circumvented by certain weapons and maneuvers (grappling, for example, lets you ignore a large part of enemy armor)
*Weapons are differentiated primarily by what weapon maneuvers you can do with them--Everyone is a battlemaster; only some weapons benefit from extra attack, etc.
As you mentioned, this can get very rules heavy very fast. Even if you manage a very simple system, it is essentially an independent rules set that replaces, rather than modifying core rules in 5th edition.
Also, some questions arise that do not have obvious answers:
*what does the dodge action do?
*do shields give a benefit to dodge, or to armor? both? can you perform weapon maneuvers with a shield?
*is it worth while to keep track of when equipment breaks? (warhammer vs plate, etc)
*how does this effect monster stat blocks?
and the list goes on.
Overall, it seems to work very well at low levels. Once you start testing in higher levels, you find that the balance of DnD 5E is... well it relies on over the top escalation of damage and hp values. the core system does not NEED armor to scale the same way, but the proposed system...
Once you factor in damage to armor and weapons, I have no doubt everyone will just start playing full casters and warlocks.
The weapons conversation would be perfect for a collaboration with someone like Matt Easton from Scholagladiatoria!
or shadiversity
@@donnyprocs yup
Might as well add Skallgrim as well. Gotta make sure we can end em rightly
Or Metatron
That would be a great collaboration since they approach it from a realisim perspctive and know more about weapon based combat, while he approaches it more from the game master/player perspective and also keeps newer players and lore in mind.
But I do think it would probably be better if only one or two would be in the collab (could be overwhelming otherwise)
That said, I have not seen a single collab with him, so the chances are low.
Yes man, i basically use the equipment from 3.5 in 5e, is 1000% better. But the Paves shield Dont let you do oportunity atacks . (sorry formy bad inglish :p )
This is an interesting concept.I incorporated something similar with my SW Saga edition campaign. Basically for armours I switched the Defence bonus to a damage reduction and it has worked very well so far. The damage reduction makes much more sense to the way the game plays, Armour does not allow you to dodge better, it soaks up damage. Now I have made a list of how much damage the armour can soak up before it begins to malfuntion and simply break. The Beskar of Mandalorian armour soaks up way more damage than the Plastoid composite of Stormtrooper armour and takes more damage before its electronics and vaccuum seals are compromised. IMO 5th gutted the benefits of using different materials in armour and weapons as well as negating the advantages of different weapon shapes (Scimitar v. Short Sword, etc) Bringing back greater benefits for the different materials like Adamantite, Mithril, Dragon Scales, Cinnabar, Cold iron etc. and how that affects your weapons and armour would definitely add more flavour to the game.
I’ve done that in my home brew. Armor has AC, which is a deflection valve that improved with greater metal content. Weapons can more effectively glance off with only damage to the armor itself. Then there is the DR value, which is the damage absorbed by the armor before the remaining damage applies to the character. That absorbed damage applied to the armor’s hp before it fails.
Exotic materials add features (and cost). Saltmarsh example: Sharkskin Leather repels water, so no encumbrances when wet. Doesn’t impede swimming. Also repels other fluids, like oils and poison. Adds a 5DR to fire. Magic can boost this DR easier than on standard leather. Uprated magic that can be added by a local wiz of moderate level: Sharkskin Leather armor +1 of water breathing. Add cost for the +1, add cost for the water breathing. Lower cost for time limits on water breathing, higher for permanent. So now there is a range of high value armors for characters to save up for, and your fighters will want to trade in their plate armor for a magical wetsuit.
Seeing his face....the illusion is gone. No more Lore Khajit
No his face is the illusion
Pretty sure this video is a deepfake.
MrRhexx is a disembodied voice that exists between the our reality and the realm of fantasy and you can't convince me otherwise :)
I always imagine a Tabaxi bard.
I get the Khajit thing but got to admit he looks great, I loved the t-shirt!
he may not be a khajit but he could still be a catboy, you don't know whether he has a tail, and his ears could be tucked back behind the headband of the... earphones...geared toward human ear placement... shoot maybe he only has a tail, you don't know
I love how a lot of the stuff you mention about armor and weapons is what they did in 3.5 and changed.
Yea i was instansly thinking that
Yea they streamlined the game after 3.5 and why I still run 3.5...
Yea like the scythe having an insane crit modifier of X4
When 5E simplified the system it took away a lot of the choices players had. New players (who don't DM at all, those that DM noticed this awhile ago I think) are only now noticing the general lack of depth 5E has.
This makes sense as pure talk. In-game, the simplification of weapons and armor of 5e works much better than 3.5 because 5e is much more RP oriented. Variety is achieved with flavor and narration, not mechanics. It's all imagination-based.
On the last session we had and the first of the year (Sunday 23rd 2022), we were exploring Castle Naerytar in Hoard of the Dragon Queen. Some time ago, our DM asked us which magic items would we like to see, I just happened to discover the Serpent Scale Armor from Candlekeep Mysteries (its basically a scale armor with no cap for DEX mod. and doesn't impose disadvantage to stealth), I presented it to him and said, "I believe it's too broken to be an uncommon magic item without attunement", I said "yeah, maybe it's still kinda cool".
To all of this, we're a heavy role playing group so we're always trying to flavor a lot of the things we do and, at some point I discussed with the DM if we could make my character's mother an ex-Eldreth Veluuthra who left the Misty Forest after meeting my father (They ended up dying due to "unknown reasons" when my character was 14)
Flash forward to the session and we fight Dralmorrer Borngray in the Farseer of Illusk chamber at Castle Naerytar and we ended up discovering that Borngray was my parents killer and doned my father's armor (which dissaspeared after he died). The battle rages and we manage to kill Borngray, my character retrieves the mysterious looking armor made from black scales and decides don it.
It automaticly attuned and our DM made the serpent scale armor- sorry. The Hydra-Scaled Armor probably the most badass item I've ever seen!
The armor reads the following:
Hydra-Scaled Armor (Medium Armor // 14+DEX [Max. +2] // Disadvantage)
This suit of magic armor is made from hard, black scales. The armor lies dormant unless you use a bonus action to consume a vial of poison, which is distributed to your blood directly by the armor. Your AC becomes 14+DEX and you are poisoned for 1 minute, both effects end when you lose the poisoned condition.
While the armor is awakened, you can use a bonus action to ignore the poisoned condition and gain advantage in all your attack rolls this turn, dealing 2d6 additional poison damage on a hit. You lose 1d6 hit dice when you use this feature, if your hit dices fall to 0 your life becomes 0 and you are dying.
Do I have to add that it's a cursed item? I literally can't take it off. I has bonded to me... and I love it, feels like Guts's berserker armor.
If you read all of this wow... thank you!
The reason pathfinder still has a strong following... variety.
We have a whole talk show about Pathfinder for this reason.
I'm surprised that Tasha's cauldron didn't just add a formula for creating your own custom armor so you could wear a chain mail bikini full plate armor.
More variety than necessary IMO and a lot of it is of dubious quality. I prefer 3.5 as a template to work with out of all rulesets I have found btw.
I mean, sure, but alot of it feels suboptimal. Like there's a thousand flavors of Lay's, but people still only buy Honey BBQ, Sour Cream and Onion, and Salt and Vinegar for a reason.
@@morganbass3231 well that's part of it. some people have gotten bored of the optimal stuff and want to do things that add flavor, and aren'te optimal. Maybe they want their character to have some esoteric knowledge, or some feat they'll use two or three times across a year long campaign. Also, a better analogy would have been pringles. The masses may prefer BBQ and pizza, but there's always those bits of people who like pickle or mango habenero or some other random flavor.
The crit range was a thing from 3.5 that I really miss.
I don't miss it... because I'm still playing 3.5 XD
You know all the 3e/3.5 pdf’s are free if you know where to look.
You could have a pretty impressive crit range in ye olde caster edition, but it wouldn't work very well in a bounded accuracy system. See also why they did away with the weapon specific feats that gave you +1 to hit, a bit wider crit range, and a bit more crit damage, but only with that one weapon.
It’s fun playing a character built for critical hits... until you come up against undead.
I was expecting this video to be all the things from 3.5 that no longer in it in 5th edition equipment even though he mentioned every single point about the 3.5 equipment section without realizing it
i would recommend narrative-first rpg's such as my favorites: "blades in the dark," and "dungeon world"
almost all of the games are written with simple yet evocative rules, making the game much more open and creative!
My personal favorite is Cypher. It managed to give the players a ton of options without being unnecessarily bloated.
It's by far my favorite system because it's fairly simple to understand, there are tons of options to choose from, it's focused more on Exploration and RP than Combat and above all else it's easy to gear it towards any genre you want to play. Hell the books even give you tons of examples of how characters would look in different genres and even help you run games in different genres by giving some charts for various items NPCs and more.
That said it isn't without it's flaws. It can be a bit vague at times and it tends to focus a bit more on flavor text than mechanics so certain actions might be a bit confusing but no system is without their flaws.
Could’ve sworn there was a book in 3.5 or 3.0 that gave you options with materials for your gear
almost every book in 3.0 and 3.5 gave you at least a couple materials for weapons and armor..
Yeah almost all of these rules were in earlier editions. Darkwood armour etc
A new material added X cost
In 5e the designers specifically wanted to simplify the system.
Also it stops certain broken combo’s
I've totally ripped a lot of the materials from 3.5 for my game. Most aren't hard to adapt, but sometimes require some scaling back a bit to be equivalent in 5e.
@@MatthewSmith-pv6gd Just play 3.5 it is overall a better designed game
@@alexandriamason2355 The problem with 3.5/PF1e is how complex it is and how the issues in the game pile up more and more at higher levels. Combat is also very slow and becomes ever slower at higher levels. I would love to see something that bridges the gap between 5e speed and easy to learn but with more options like that.
On the DM's Guild, there is a 3rd party PDF: The Armorer's Handbook that has a lot of very interesting stuff, for those keen on expanding the equipment options in their games.
I'm a fan of the Dungeon Coach's Glancing Blow rules for armor. Where if you hit the exact AC the attack does half damage. You can expand that further and give heavy armor increased glancing blow ranges etc.
Last time I was this early, MrRhexx was still doing Skyrim content.
same
Damn. Now I feel old
@@gregpenismith1248 Big talk for a guy whose last name is Penis Smith.
Well I feel old now lol
@ Greg Penismith
And where is your grand contribution to the conversation, oh enlightened one? All I see is a bellend trolling on RUclips. What’s wrong, can’t compete with the lads on reddit so you’ve come crawling over here like some middle school drop-out from 2006 tryna recapture your sundered ego? Did yer daddy not love ye enough? Or did he maybe love ya too much ( ͡° ͜ʖ ͡°)
I completely agree with all the points you’re making. The weapons and armor direly need an overhaul errata. Weapons specifically should have their own combat maneuvers. Grapple with a whip, trip with a pole arm etc.
This is an awesome idea. Inspired me to make an optional rule set integrating my rendition of these mechanics combined with durability and a system for attacking specific body parts. I'll leave a comment to it when I finish it. A sample of what I have so far: Armor block system is an optional rule you can use to simulate the effectiveness of armor and add more depth to its function and near-hits in combat. Under this system, attack rolls are instead contested by the target's armor class minus a blocking threshold related to the target's effective armor.
Hey, I just read your comment and was wondering how were you doing on this idea, I really liked it and would love to see more of it.
I find the fact that more than half of the video is quite literally exactly how things worked in D&D 3.5/Pathfinder 1 incredibly hilarious
Yeah, In 3.x armor not only had ac, weight, and cost, but a max dex bonus that wasn't just full/2/0 but changed within armor category.
Weapons didn't just have damage and type(s) but also critical threat range and multiplier. To Rapiers crit on an 18-20 for x2 damage. Scythes crit on a 20 for x4 damage.
I have my own criticisms of the system, but if you're trying to tweak D&D's weapons and armor system without doing a total overhaul and changing it on a very fundamental level, looking to other ways the game has done it would be a good place to start.
@@dynamicworlds1 yes and it a reason why we finnaly got ride of it cuz i became a long haul andit was slowly game and make the rp go away
srly he just need to look at a 3.5 i think i never look at the system before 5e i think
With bits of 4E.
I have made several iterations of homebrew weapon and armor tables for 5e, to both help martial characters and make armor choices more interesting.
The ideas about attack rolls and damage really spoke to me, especially about the large worms. That's why I've run those kinds of monsters with Str/Dex saves to resist, rather than AC, so it's more dramatically appropriate.
If you wanted to release a 5e supplement book going on your ideas, I think that'd be a neat idea, although converting a lot of the math could get crunchy very easily. Finding someone who's play-tested and done those kinds of things could be tricky, but probably doable.
5E was specifically designed to be friendly to new players. Making a ton of intricate rules for each weapon detracts from the ease of picking up the game. DMs with seasoned players absolutely should homebrew additional items into the game in order to keep it interesting.
Yes but I don’t want to always just ‘homebrew it’ because it’s not in the game. Sometimes I want to just run it out of the box. Switching to 3.5e is not an option as most people don’t want to switch from a system they have heavily invested in. I am tired of this response, I have made my own equipment system and it is fucking dull. I don’t always have hours on end to remake and play test a new system.
And new players don’t stay new forever, if they stay on the will also get tired of it, so once new players slow down joining in as the games popularity plateaus, the issues will have to be fixed regardless.
@@CarrionKnight if you're going to DM 5E, you're going to homebrew 1 lot. Want tool proficiencies to matter? Homebrew. Want martial classes to be relevant past level 10? Homebrew. Want gold to matter past the first handful of levels? Homebrew. Saying you don't want to homebrew is basically saying that you don't want to be a good DM.
@@andrewpeli9019 I have written all of those rules out, the point is that I want there to be a way within the system itself for those to matter. I have done all the leg work and I know how much more difficult it can make running a game to not simply have the rules at hand.
I appreciate the accusation of comparing not wanting to hombres every system of a game beyond surface level to equate to a lack of skill. Say your waiter brought you your meal, but it lacked seasoning and a core ingredient was uncooked, are you a bad customer for then requesting them to give you a completed version of the meal?
Homebrew is additionally not even the mark of a good DM, I have seen some atrocious homebrew in the past made by game masters, such as fumble tables that have a chance to instantly kill you for a failed attack roll, or homebrew systems meant to make the players miserable, rather than challenge them. Homebrew is a part of the game, but it is not the hallmark of a good DM, it is like technology, in that it has excellent and terrible ramifications.
That friendliness to new players also makes character creation for veterans difficult.
I find each and every one of the archetypes/subclasses are packed full of character and flavour, which is awesome. It's good to have that available to new players. You have a character pre designed for you after a few choices.
But if you build characters starting with a concept, I find you often have to bend and twist the subclasses to fit your concept. Sometimes you can just reflavour them, which is the best case scenario.
The lack of 'generic' options which are easily molded to fit whatever concept you want is often what I find gets in the way.
@@karnowo I agree, I really like the brute, battle master and champion fighters for their malleability but can’t stand the psi-knight, samurai and the other ‘thematic’ classes for their ‘this is made for one type of character’ style.
I think 5E needs more generic classes to flesh out the hyper diverse stuff it has. When every party is so strange in terms of class design it’s hard to manage.
Your DM might use Xanathar downtime.
Under buying magic item downtime: "If the characters seek a specific magic item, first decide if it’s an item you want to allow in your game. If so, include the desired item among the items for sale on a check total of 10 or higher if the item is common, 15 or higher if it is uncommon, 20 or higher if it is rare, 25 or higher if it is very rare, and 30 or higher if it is legendary."
For real, Rhexx has REALLY decreased in quality. He's years into the channel, yet he somehow knows less content now.
This is an optional rule and magic armour doesn't solve the gear problem Rhexx is looking to fix. It's a mechanical proposal.
Imagine being able to deal either slashing or piercing damage with a halberd, you know- a weapon with 2 spikes at it's end?
My cleric uses a halberd and my DM was shocked that I was doing slashing damage instead of piercing. She's like, isn't it a pointy spear on the end? 🤷
Not to mention that most European swords are capable of dealing both slashing and piercing damage, depending on how they're used.
@@MethosJK9 hell most forms of sword fighting would utilize the sword as a make shift club so throw bludgeoning damage in there too.
@@Breezydotexe Mostly if they were fighting other heavily armored foes they would absolutely flip the sword around and use the cross guard as a hammer, but for some reason that doesn't bother me as much as having a longsword not deal piercing damage.
@@yanaleigh - does she not know what a halberd is? I mean... it's an axe with a really long pole, so....
the worst part about the scythe is that when people think about it they think of the reapers scythe which is modeled after a farming tool and would be horrible as a weapon and there is another weapon called the war scythe which has the same blade but rotated 90 degrees to actually be more useful in a combat situation.
The Egyptians used the khopesh, which is a short handled sickle, very similar to a war scythe. The farming tool is poorly optimized for combat, but does have irregular attack patterns that are difficult to use and defend against. With enough training, it could be a terrifying weapon, but it is better to find a more optimized weapon.
War scythes are quite famous in Poland since they were widely used in one uprising and we learn about them in history class
But but..big syths are cool
The armour's handbook on dmguild is pretty good.
I have mixed feelings about them. Appropriating other people's works and profiting from it is pretty scummy.
I picked that up. We use it tons in my game.
@@Grinnar
Welcome to Capitalism.
@@Grinnar can you explain what you mean please? I've not heard of the title in question.
I've not seen that, but I do recognize a lot of the things he's talking about relate to details from 3.x that 5th ed stripped away for simplicity.
A lot of this was used in 2nd Ed D&D. And in 3/3.5 too
It's also in 5e already in Xanathars and even the DMG to some extent. I think Rhexx got hooked on some drug because he's missing knowledge he presented on only a couple years ago
@@topogigio7031 This vid is really a continuation of his "What D&D could learn from Pathfinder" from 7 months ago. He's put some more thought into it, and is trying to come up with a way to increase complexity without destroying the accessibility and pace of combat.
I feel like this armor damage reduction makes DEX an even more powerful stat than it currently is. Take a rogue in leather. 11AC +5 Dex total 16AC. My understanding with your idea is
good idea imo to make heavy armour even more dominant than it already is in 5e: it adds the full amount to your AC that it currently does (so full plate gives +8, as it already does), but _also_, if an attack hits by the armour bonus or less (so, by 8 or less for full plate, meaning any attack that rolls 18 to 25), the incoming damage is reduced by the armour bonus (again, 8 for full plate). This makes heavy armour exponentially more effective than light armour, to a degree that probably requires giving Dex some minor benefit to compensate for how disgustingly effective heavy armour is.
There is a Brazilian RPG book called "Tormenta", that tries to accomplish what you said in the video. Worth checking it out, lots of cool options
Tem "gringo version"? Pq os caras lerem pt-br eh osso hein
The last dungeons and dragons game I was a member of the major cities had trade Guilds that the players could go to for equipment that would be able to bring in equipment from the other guilds after a certain amount of time. The restriction that the DM put was that the more expensive the item was the longer it generally took to acquire because the guild would have to search their coffers for it. And if it was really specific they would be able to point you towards a quest if necessary Where that item could be found.
The answer as to "Why not?" in many of these cases is complexity. It's the primary reason 5th edition is so popular - it's simple.
AD&D2e, " More rule, more dice rolling, longer slower action encounters."
Non - weapon proficiency
Juggling, +2 in boxing and simple catching, hard difficult catching such as catching weapons throws roll under your Dex score, parry incoming arrows = roll under half your dex score. Most " Juggler " kits or rogue sub classes had a requirement of 14. So the PC catch rating was a 70% chance.
Tumbling, just roll from or out of the way of danger.
Dancing, depends of who your DM is and the house home brew rules, +2 def cause you learn to .. roll with the hit .. or side stepping.
Reason, Italians were getting trashed by Spanish fencers due to their foot work. The Spanish would get dunk and play fight with their swords in their scabbards as they danced, they were always training even as they .. danced.
Your mom might think you're advertiser friendly but she would also think your room is a mess for not making your bed
My mom would be surprised to see my room as tidy as his.
He has gamer hair, which I can relate to, that is all that matters :P
And his room seems clean enough in comparison to most people.
An unmade bed was a mess in my home
@@AO-ly3mv I cant blame ya for that line of thought.
If the bed looks like sh!t, the entire room looks like sh!t
.......even if the rest of the room is spotless.
P.S. Bed looks made, just "stuff" on it.
I will never understand this line of thought. its a bed. To use it you have to unmake it anyway. Relax the sphincter.
Shadiversity has had a few videos talking about the armor and weapon situation in dnd
I watch him all the time, and I really enjoy his videos.
Yes this feels like one of his vids in a good way
That's why I love the 3.5 arms and equipment guide
It had hundreds of options for armor and weapons including the materials they were made from like
Iron and steel weapons, cold iron, mithral, quick silver, silver, adamantine, battorian green steel, gehennan morghuth-iron and many other kinds
The Base equipment lacks the variety and versatility of older additions like 3.5. So, in my opinion DMs should go back and read through the old material. They can use it to draw inspiration. I'm sure everybody remembers mastercraft items. You could even throw in master craftsmen to do custom items and armor, apply enchantments, add cool clockwork gadgets, and so on. The good thing is you're only limited by your own creativity. If you have something you want like silenced heavy armor, a wrist mounted "Hook Shot" or something, just ask your DM. I'm sure they'll oblige.
Well, oblige in the sense that you can go on a quest to find the master crafter who will install that kind of technology on your equipment. Still very cool.
I would gladly pay for a fleshed out version of this
This
Add equipment from 3.5 or pathfinder into your 5e game. You're welcome.
Buy the pathfinder 2e rule book. He’s pretty much describing exactly how weapons and armor work in that system and it would be very easy to port it into 5e.
Laughs in 3.5 extra crit range and some weapons with 3X critical
@@stefanomartinelli7344 Do you remember ths scythe x4 critical?
The Weapon Master was either a 12-20 range critical with the scimitar (x2), or a 16-20 scythe (x4).
Or maybe put different benefits to different types of armor. Like...
Hide armor is weak but it's easy to repair/modify. Studded leather armor can increase unarmed damage/damage against barehanded attacks. Plate is more effective blocking piercing or slashing damage but weaker to bludgeon. Chainmail is strong against slashing but weak to piercing.
Players think "oh, we could run in with plate but this monster deals blunt damage and after a certain damage threshold the plate causes damage to the wearer and stops being effective and we have disadvantage on attacks while wearing it, so let's grab the scalemail that's resistant to blunt but plate allows you to resist being knocked prone. Which should we choose?"
Also, a variety of shields would be nice too, bucklers, targes, kites, round, big ass Spartan style shields, tower shields, or something like a gladiator's cestus that covers an arm and allows them to do increased unarmed attacks as a bonus action.
As a pathfinder (1st Ed) GM, I'm happy with the weapon system that give enough variations (different crit multipliers, different crit chances) to allow variety for the players. But I agree on the armors and I love the idea of create variations based on their materials and components.
It makes me want to go through my monster manuals and use the entries to imagine what properties their scales/leather/bones could add to armors. That would be a fantastic alternative system, and a interesting new way to make my players invested in their gear, or in the monsters they fight ("oh ! a bulette ! I wonder if I could have a crazy armor crafted out of it !" -> the kind of reaction that I want)
pathfinder also has a material system to add more options , it also had options to modify armor and i think other things as well but not sure on that
@@venomvine3957 the Pathfinder system (as found in core rulebook) doesn't allow much armor customisation beside cold iron, adamantium, mithral, ironwood and dragon scales. What I had in mind was more Monster Hunter oriented, to allow player to tailor their armors into whatever they want or need. It opens a whole world of research, tracking, huntiing, skillcheck to loot a component without damaging it... I'm not aware of something alike in Pathfinder, but maybe it already exists somewhere in the huge mass of little 30 page books out there.
@@samueloster95 I saw other people in the comments recommend ADnD 2e, 4E's Mordekeinen's Magnificent Emporium expansion book, and DM Guild's Armor's Handbook for more variety on armor materials and modifiers.
Haven't personally checked any of them out (yet), but they're probably a good place to start if you've got the time.
My house rule:
You can buy or upgrade your weapon with money up to +2
From +0 to +1
You need10X the price of the original item + some monster part or gems, also paying for the blacksmith work
Studded leather is 45G, so you need 450 and the leather of a black bear and another 20-40G for the blacksmith.
now wait for a week or two and you have your armor.
How has the gold balance worked for you
I was gonna do a "pay the same price for the armour plus 1000" so to get it to +3 you'd need to pay 8500
But that is coming up alot cheaper than what you have done
@@philpeters3689 Yeah, you don't want to do it linear like that. Make it truly a journey for the players if they want to make these items themselves. They will appreciate the challenge.
@@anhero2377 oh yeah
Forgot to mention I was gonna make them do quests for the smith whenever they wanted to upgrade their stuff. Was gonna get them to do a quest to upgrade the Smith's Tools (to unlock +1,2,3) items and then also an ingredients fetch quest or a Smith's favour quests. It's the monetary part I'm stuck on
I want it to be easily remembered and a fair formula
@@philpeters3689 they get the money from hunting monsters, in my games you can't just fling a fireball at bear and expect its hide to stay sellable.
Let tale about a red dragon, you can get money from its hoard but the body of the dragon is much more valuable, you can sell the scales the bones the blood, everything but you don't want to damage the corps too much since it's prices will go down.
Even in normal D&d, the magic item is way too expensive, without counting expenses, and preparing for battles only gets more difficult.
Let talk about zombies, you can't just kill them they are poor souls that were trapped in their dead bodies so ethically good-aligned PC should try to kill them fast to put them out of their misery. after that, they need to take the zombie's dead bodies to the church to have them purified and get paid 100G per corpse, how to transport them? you need a wagon, horses...
I never understood why in D&d the hero who will save the world doesn't have an army supporting him?
The Tabletop RPG "Genesys" has a system with two types of armor class; "soak", which reduces incoming damage from any source, and "defense", which improves your ability to avoid damage. I've always wanted to bring this type of thing to D&D and you have summed up how to do it perfectly. I've been thinking about this hard for some time, and I've been thinking about a homebrew campaign with a ton of additional rules and I will certainly be adding these ideas to my campaign. Thank you!
If memory serves, D&D 3.5 unearthed arcana has what you are looking for.
Why not just play Gensys?
@@malkavthemad4249 I like the numbers based systems
3.5 had some interesting interactions between materials, and additional weapon affects, it was more complicated, but it brought a lot more life to it.
In regards to the AC with bleeding damage, I am curious about how quick it be for players to calculate the damage they take in combat. Combat can already be slow, and my main concern with this system would be that it may slow down combat even further. I'd love to get an update in a future video describing how your testing went.
I think the best way to get all this to work is to just develop a video game where the fighting happens (with sufficient tools to make sure spells can work properly and to have a DM make a storyline).
You could have them write 2 AC numbers so they can say hits/hits armor/miss, then have them also have a DR stat to have it available to just do quick math
That kind of EPIC damage with certain weapons, somehow existed in 1st edition of the Rules Cyclopedia. You were able to become a master or Great weapon master on specific weapons. The better you were at it the greater amount of damage you were able to make with that same weapon.
None of my dnd campaigns will be the same after the video.
Woah. I don't normally watch his videos, but listen to them instead. I've never seen his face before; not what I imagined.
I always pictured him darker, with darker hair, and a heavy frame. Trippy how the brain adds a imagine to a disembodied voice.
Hmm, he looks EXACTLY how I imagined him. Crazy eyes (enthusiasm bonus, in a good way) included.
My DM for Tomb of Annihilation made it to where the Pterafolk spears that we picked up were Claw Spears, so you could choose whether or not to do slashing or piercing damage. Also, he said that if we rolled a nat 16 or up, the damage die would go to 2d6 from 1d8 because it's a heavier polearm and rolling in that range was supposed to signify that we hit with the sharpest part of the claw.
I absolutely love the idea of modifying for this kind of stuff, i may borrow your idea and run in my own direction.
Wow... I'm early... And I can totally get behind this video. ALL of this.
EDIT: Regarding this new armor system you've thought of. I think other ways to temporarily boost your AC would be a good addition to it. Think like, bracing against attack, or reaction spells that add a layer of defense. Or just ways to reduce damage in the moment, in general. Since there are some monsters out there with ridiculously high damage, and hit modifiers, that reliably hit all but the most rediculous ACs.
Welcome to older editions of D&D. Gee, its like things were better before.
@@TenositSergeich I am very aware, but I've never had a chance to play it...
What if 5e just had the 3.5e equipment system?
What if you just played 3.5 instead of 5e? It's a better game.
@@billskinner7670 Look, I've played 3.5 before so I can understand why a lot of people like it, but I don't. There are two reasons:
1. The mechanics just feel unrefined. (They all make sense as to why they work the way they do, but they don't quite mesh with eachother smoothly.) And, a lot of the classes and such from later books are unbalanced (Not too big of an issue as I can just ignore them.)
2. The system has been ruined for me because of a really bad dm who claims it is his favorite system and has been playing ever since it came out. He did the whole 'DM PCs cooler than the party, changed rules on the spot to screw us over and just threw in horribly unbalanced homebrew that he wasn't even running right, just to name a few things he did.
I don't think 5e is the best system, but it works well enough to have fun. I just hope I can get my friends to try another system one day.
@@Pepper_Pip hmm.
Have you tried Fate Core? We started with Dresden Files (urban fantasy), and no less than 3 members of my gaming group have written fantasy homebrews of fate core.
Bad GM can ruin the best game. Sorry that happened to you.
@@billskinner7670 I've been interested in Fate, and I was thinking about trying it out if I can convince my group to give it a chance. Would you have any tips for new players?
@@Pepper_Pip hell yeah! (Warning: some of my advice might be specific to Dresden Files, but its still applicable, just not baked in to the Fate Core mechanics)
For each character, even without knowing specifics, I can say, consider a trapping swap stunt!
More generally, in fate, the charcters are supposed to know each other, not necessarily before adventuring starts, but before gaming starts. A session 0 is immensely valuable for any game, but built in as mechanic/recommendation for fate. There is a place on the character sheet to say how you know 2 or more others characters! So, the adventure could still start in a tavern, waiting to get hired, but at least the group knows each other! And you can make sure the group has the necessary skills covered, etc.
Also, as there is no Monster Manual (that I am aware of), etc.,
Take
Turns
GMing
Dont let one bad GM ruin things for the group.
Fate is very flexible, pretty simple, and easily adapts to homebrews. At its core, it has 3 mechanics (yes, 3 basic rules!), that tie into each other seamlessly.
I am a "Das Schwarze Auge" GM, you basicly almost described our Armor/Item System. Look it up and give it a try. It's more work at first but when you get into it it also flows quite well.
In regards to armour, the second stat would have to be mobility. Perhaps an endurance penalty/fatigue for the heavier armours, Or increase movement range for lighter sets,This would truly make armour selection dynamic. This was also a factor in historical armour selection.
I like the idea that armor having special trates based off of what it's made out of, like getting a bonus/advantage to a skill check or DR agans't an element
Also, combine it with artificer infusions so there are more traits, and they can last for weeks, AND, IT COULD LET YOU MIX AND MATCH!!
YOUR WATER REPELLENT THIEF, LETTING HIS SHARKSKIN ARMOR LAPSE, AND PICKING UP VAMBRACES OF THE MONKEY FOR BRANCH SWINGING!!
or boots of terrain, or whatever.
This sounds a lot like the expansions offered back in ADnD 2e.
My DM has actually been doing the armors and weapons of different materials and Craftsman levels for a few years now! Always nice whenever you come across a Dragon's Hoard and a weapon has been sitting there long enough to go from "great" quality to"shoddy" quality. But hey! At least it still has that enchantment! We can take it to a expert blacksmith for everything else.
i thought this said released 2 days ago, but apparently it was 2 minutes, lol
If you play a bard you can donate your share of money toward that full plate for your party member because you don't need equipment.
same with a monk
@@konstantinemarkelia759 whoopsie that's what I meant! Good catch
@Mr. RHEXX I am a special education teacher, longtime and fan, dungeon master. I am creating a fantasy educational board game and listening to everything you say about what we use in teaching: 1. Reward System: You said players saving gold for armor upgrades. 2. Giving characters/students choices. You are repeating teaching techniques that translate nicely into board games, into teaching.
I'm always thinking of ways improve 5E, and have adapted equipments from other systems like Pathfinder.
I really love your idea, and I hope you can write something out for us all to test and contribute to making it better
Just play Pathfinder then, poser
@@topogigio7031 Can't force someone to do something, online person.
This makes me think of the weapons from 3.5e, with the different crit ranges and crit dmg differences
Yeah, 3.5 was better.
5th ed is the only edition I never liked. Not for a single minute.
Well, 5e is more set on being simpler and more easily playable than 3.5 or 4.
Some veterans may not really like it, but as someone who started with 5th, I quite like that. I guess there could be some variety, but I think it is just fine as it is.
It makes getting people into the game much easier than to explain many very complicated rules.
@@Max_G4 the problem with 5e is that while it is simple to pick up and get started in, it is INCREDIBLY shallow and its many mechanical issues become incredibly clear. Thankfully 5e is a good introduction to the d20 system so it isn't difficult to move from 5e to another d20 system game like either edition of Pathfinder, older editions of D&D, or other games like Legend of the Five Rings 2e.
It seems we are all in agreement. The easiest solution to 5e's oversimplicity is play a different game.
If simplicity if what you want, homebrew your own fantasy game from Fate Core. No less than 3 members of my gaming group have done this.
I quite like 5e, and love playing it with my friends, I grew up with 3.5 and loved it, but it was also a tougher job to get into than what 5e is today and I like that it is streamlined so my new friends who are interested can easily start up.
I might try to homebrew the crit ranges into one of my games though, just to see how it might affect the game, might have to buff some other things to on my side of the game to balance it, but it will be trial and error i guess
Historicly many weapons or armour types were specifically developed to defeat specific situations in mind, the classic example being pikes vs mounted forces. In DnD everything feels way too uniform, even magic items often have very similar mechanics.
Yeah, the idea of having armor that is specialized to reduce different types of damage would fit this nicely. The heavy armored feat annoyingly has all types of physical damage reduced, but it would be cool if your armor was, say, chainmail, it could give +4 slashing resistance, -2 bludgeoning resistance, -2 piercing resistance. That would match what chainmail was designed for. Then each piece would have tradeoffs, and the ones with overall more protection would cost more. Fine chainmail could have +5 slashing resistance with the same drawbacks and cost more gold. Etc.
I remember 2nd edition made adjustments for "Armor vs. Weapon type". Example: Chainmail was designed to counter bladed (slashing) attacks, while Padded would counter bludgeoning (battery) strikes. It was a simple chart and made sense. And shields were treated important and better (than just a flat +1 bonus to AC).
@@persephoneunderground845 That makes no sense and isnt even accurate/has the same flaw post chainmail D&D had till 3e. Plate (and especially heavy/maximillian plate and while not at all combat practical except maybe for doppel positions, jousting plate) would by all accounts resist ALL damage massively (and could be easily represented in 5e by a upgrade to heavy armor with 21 ac, but prevents you from benefiting from a shield as you are already effectively wearing a shield even with regular plate just as they went out of use for armored troops/knightly classes in history from circa mid to late 14th century on). Lots of early, tho really even up to mid 16th century firearms/essentially 99% of them till fake and then true flintlocks were pointless vs it along with the doublet below making the idea for piercing weakness moot and even anything short of the kin of a horsemans axe or crows beak did near nothing as far as injuries to the person (in fact just charging the horse with any stick to try and knock the person over is/was the better choice to follow up with a CDG which in 5e is represented by advantage vs prone and rogue sneak attack) with crits being maybe headshots.
@@ANDELE3025 the comment was about chainmail not plate armour.
@@ANDELE3025bludgeoning demolishes plate armor
I like this new video style! Keep up the good work!
3.5e has some different options for different versions of armor based on materials! It's fun to bring in some rules from older editions sometimes to add more detail to a game, or homebrew
Or just play 3.5
My Homebrew Rules for Damage types: Slashing deals an additional hit die of bleed at the end of the victims turn (Bonus action to staunch), Piercing Crits on Nat and 'Dirty' 20 rolls, and Bludgeoning can move an equal sized or smaller 5 feet or more depending on size difference and stuns on a crit. I also allow nearly all weapons to be used to deal any damage type depending on the flavor (half-handing a longsword or thrusting with a halberd) and I feel like it separates the combat styles much more. I also have additional effects for elemental stuff but that's too much to go into...
YES! I went on a tangent with a good roleplaying buddy of mine over how abysmal Padded Armor is! Also on the weapons one of my largest complaints is a Glaive vs a Halberd. There is LITERALLY no difference between the two aside from price for no reason at all. Additionally it makes a Halberd not even feel like the actually BAD ASS weapon that it is, as well as versatility in damage types. I have in fact homebrewed a Halberd that allows you to choose between slashing, bludgeoning, and piercing damage types provided the wielder has proficiency with martial weapons. I also homebrewed a Whip that allows for a grapple! The gist is that you made me extremely happy with this video, I am not an insane person for noticing these things 😆
A friend of mine recently made a polearm fighter with a halberd. He bought up that the halberd is listed as slashing damage. The whole room went silent and we were like wtf? OK, you arent allowed to use the big 2 foot spike on the end of your halberd. No sir, I house ruled that he could do either slashing or piercing as he wanted.
@@IkariMadness you can do bashing damage with a longsword/most european style swords, its called the murderstroke/mordhau grip where you grab the sword by the blade and use the pommel and guard to bash an opponent (improvised warhammer)
one of the reasons why i want to play dnd is to confuse the gm with it
This is why I play Artificer. You can do your party's equipment, not just your own.
I swear an artificer is just a freaking walking/talking weapon smith/ weapon jerry-rigge specialist.
Love it. Already do it. I actually switched back to WFRP2e with D&D mixed in order to get more variety. I love that you have a hit location, so you can make monsters like turtles take no damage if they get hit on the shell, but high damage if you hit a fleshy bit
Sounds like he needs to do a collaboration with Shadiversity
Imagine just being absolutely correct like this person.
Agreed this would be an epic team up for @MrRhexx & @Shadiversity! Love the idea of the AC gained from Armor vs say Dex acting as a base damage reduction similar to the Heavy Armor Master feat for basic physical damage types (Which could still be stacked not negating the feat).
Shad is deep into Cogent now so working on fixing D&D would be odd for him.
@@nikkibrowning4546 yeah, but I can still dream about it.
@@Vespiria67 good dream
I do miss the artworks.
still like it though💛
I think bludgeoning weapons should have kinda like "armor penetration" or carryover damage if the armor takes the hit since weapons like maces and warhammers specialized for causing damage through armor.
One of my homebrew table rules was reworking how armor functions. The heavier armors all have resistance to cutting and piercing but give you vulnerability to bludgeoning to simulate that. While leather armors and such would get a weakness to one damage type or another, or in the case of padded armor, resistance to bludgeoning and piercing to make up for its less than stellar armor class.
Older versions of D&D emphasized items since classes didnt have as much power with the exception of wizards and clerics. Finding a magic item was such an amazing event. In 5e most people truck a dozen unidentified magic items in their backpacks.
Thats 100% on the DM
Which is interesting, since you'd think a magical world would be filled with magical artifacts, but no. Apparently older D&D settings were basically: "Medieval England but there's like three actual wizards and a dragon somewhere in the world. In the meantime, have fun LARPing the Hundred Years War! Magic isn't real."
I much prefer settings where magic is prevalent and has shaped history in all sorts of ways. If I wanted to play a low-magic setting, well, I could just go outside.
@@blatantarrogancex5378 more so on 5e since they balanced the game without magic items
*laughs in pathfinder*
@@blatantarrogancex5378 I wasn't in the past. And everything isnt on the DM. The rules in the book bootstrap the community with a set of rules and influence all gaming tables. Is it in the DM to change a rule? Sure. Is it on the DM to go to Pathfinder? Sure.
But WOTC has an obligation to set the baseline and not introduce an unbalanced system
For some reason I have this crazy urge to clean my room and do my laundry.
call out post
Yes how dos he do it
Don't judge, we're getting to see him in his natural environment, like a TV nature show
Tidy your room bucko
@@Devadas44 Richard Attenborough should be providing narration. “Here we see the ‘Table Top Role Playing’ Homo Dodecahedronus in his native habitat. The males of the species only mate once every 20 years, so nesting and other hygienic behaviors fall to disarray until they are accidentally by a suitor...”
I watched both this and your collaboration with the Dungeon Coach and 2 main points I have.
1. You are a wonderful human being for keeping your cool while being cut-off so many times lol
2. I was thinking of how I could find a way to make armor have a damage threshold (basically its own set of hp) that warrants the need for players to visit a blacksmith or such and pay for repairs. As their armor or shields get damaged over time, they would lose AC bonuses until the armor is fully destroyed.
I had already thought about your shield taking half an attacks damage if that attack "missed" because of your shields bonus.
I'll be rewatching those two videos to work it all out and then playtest it in my own games. I'd definitely like a follow-up video on how well it went for you.
Love your content, keep up the fantastic work
AD&D2e " Complete Fighter Handbook, " Armor had a set of damage points for each hp dmg hit the PC took in combat.
Then in D&D3e, shields had a set of hp so PC can smash through their foes shields for drama action. All materials had a hardness rating/ DR: damage reduction before the item took any dmg from any given hit. Home brew due to the thickness of the metal, all metal armor removes 2 pts from weapons hits.
A blade ward forearm bracers would be uncutable, but your elbow will still take kinetic impact stress from hammers and axe heads hitting your forearm as a block instead of parrying the blade away from your body.
The accumulation of good ideas in this video is stunning. Amazing
I allow my players to purchase customizations for their weapons. Different materials for weapons and armors have differing numbers of enchantment slots. Different stores have access to different levels of enchantment, different enchantments have different material requirements. It lets me know what my players are looking for and it lets me set up interesting encounters for them to find the materials they want. The dwarf of the party has also been carrying around pickaxes now so she can collect the right ores for her dream weapons
i'm still at 12:30 and i already know you are talking about 3.5/pathfinder. Yes please.
I feel like Rhexx could make his own table top rpg at this point
Why should he waste his time, based on the comments the work has largely already been done in Pathfinder 2 or D&D 3 or 3.5. but what do I know.
MrRhexx, I'm currently working on my own ttrpg system and have been working on my weapon system to actually feel like the different weapons are meaningfully different and so far have added a handful of your recommendations (the dagger having a higher crit chance). This was an amazing video and really helped me out a lot in developing, hoping one day I can see you playing my game or talking about it!
edit: My armor system uses two stats: Dodge Rating (to hit you) and Armor Rating (Damage Reduction).
My armor just has defense(damage reduction, and is enhanced by agility or natural armor) in my system. The higher defense you go, you start losing movement speed and eventually stealth as well. My friend and I have like 10 groups of weapons the system, each has it's own little quirk.
@@orionar2461 Could you explain more of how that works? Never liked how natural armor only worked without armor. I've been looking for an intuitive replacement, but I still like how 5E (and older editions too, I think) handle maximum dexterity bonus for different armor classes.
I love so many of these ideas. My first reaction is to jump in and add benefits and/or hinderances to current and new weapons and armor. I’ve considered giving armor resistances and durabilities for a while now. Then I remover how I love the easy play of 5e and I’m on the fence again. I’m going to bring this topic up with my players and see what they think. Great video!
So this video is the first time I’ve seen tour face. Must say dude, yiur voice suites you perfectly