#homebrew for #DnD that I think are sorely missing from #DnD5E and #OneDnD:

Fighting Style: Two-Handed Weapon β€” When wielding a weapon with the Versatile property with two hands, you can treat that weapon as if it possessed the Finesse property, and you gain a +1 bonus to AC.

Feat: Two-Handed Weapon Master β€” When wielding a weapon with the Versatile property with two hands, you gain a +1 bonus to hit, a +1 bonus to damage, and an additional +1 bonus to AC.

#rpg #ttrpg #fighter #gaming

Note that this is dramatically different to "Fighting Style: Great Weapon Fighting" and "Feat: Great Weapon Master".

It only works with Versatile weapons, like the Longsword and Quarterstaff, and it only works when those weapons are wielded with two hands (no shields allowed).

It's designed to give high DEX fighters a two-handed option, rather than a two-weapon option.

If you have ever seen someone wield a Chinese shuang shou jian, you'll get it.

#DnD #DnD5E #OneDnD #rpg #ttrpg #homebrew

#DnD has always suffered from the mistaken idea that #TwoHanded #swords are slow and heavy. The truth is a two-handed sword is extremely quick, for the very simple reason that the wielder has the power of not only both hands, but the entire body to accelerate the weapon. #rpg #ttrpg

Watch the climactic fight scene between Shu Lien (Michelle Yeoh) and Jen (Zhang Ziyi) in #CrouchingTigerHiddenDragon. It is only the superior reach and speed of the #ShuangShouJian that enables Shu Lien to best Jen.

The higher #damage of a #twohanded #sword comes less from the weapon's mass and more from its speed and reach, which increases the linear velocity of the tip relative to a shorter weapon. The formula for #KineticEnergy is F=1/2mv^2, Force equals one-half mass times velocity squared.

The #Chinese #shuangshoujian or European #longsword is a much better model than the #German #ZweihΓ€nder, many extant examples of which are actually ceremonial, not meant for combat use.

#DnD #rpg #ttrpg

This also reveals another subtle failing of #DnD #DnD5E #OneDnD, in that there is no "sword", just the shortsword (light, finesse) and the longsword (versatile, but not light or finesse), with nothing in between, leaving a huge gap.

That's why for #TapestryRPG System, I've completely redesigned the weapons chart with a better progression of damage levels, more logical weapon properties, and distributed damage types evenly, as well as added secondary damage types one dice tier lower. #rpg #ttrpg

If an opponent has resistance to one damage type, a weapon should still in most cases be able to inflict damage with its secondary damage type, albeit at a reduced number.

This adds very little complexity, since these are static properties, so it doesn't slow down combat, and makes for better #realism and better #roleplaying opportunities in character building for players.

Also, great weapons in #TapestryRPG are not 2d6, they are 1d12 primary/1d10 secondary.

#DnD #DnD5E #OneDnD #rpg #ttrpg

My modifications to the weapons chart and properties can be also easily be used with #DnD #DnD5E #OneDnD. #rpg #ttrpg

I also have a version of a Spell Points magic system that can simply replace the spell slots system in D&D, which I loathe.

Two big mistakes I see people making constantly in #RPGs #TTRPGs is failing to understand that it's not plausible for players to be constantly armed and armored everywhere they go.

#Armor is heavy, hot, restrictive, and tiring to wear, and in many cases requires assistance to don and doff. Unless you are a ceremonial guard, you wouldn't realistically be wearing armor in any populated settlement, and probably wouldn't be permitted to carry #weapons other than knives/daggers or walking sticks.

The second is not understanding that large #weapons simply cannot be used effectively in confined spaces or close quarters. You can't use a #twohanded sword if there's no room to deploy it, much less swing it.

That's one of the reasons why my favorite type of PC to play is a high DEX Fighter using light finesse weapons like shortswords. They are plausibly usable where larger weapons would not realistically be, like in narrow alleys and building interiors.

#DnD #DnD5E #OneDnD #RPG #TTRPG

Also, I hate that #DnD #DnD5E #OneDnD gives players a bonus to hit for high STR.

At my table, STR only confers a damage bonus, and DEX is what gives you a to-hit bonus. Much, much more logical and realistic, and again, does not bog down gameplay, because it's a static property change.

What makes combat sluggish is giving players too many active options, too many dice rolls, and too many calculations during gameplay. Complexity is OK during setup and PC creation.

#rpg #ttrpg #gaming

#Fighters aren't boring, neither are #Humans. These tropes really need to die and be discarded as the rubbish they are. Human Fighters are the most open-ended type of PC you can play; it is up to the player to make them interesting.

A lot of what makes a Fighter an individual is their physique and background, which often dictate the type of weapons most suitable or accessible for them.

More granular #weapon proficiencies/specializations should return to D&D.

#DnD #DnD5E #OneDnD #RPG #TTRPG

If you want an interesting PC, think less about #minmaxing and give them an interesting #backstory, interesting #goals, and interesting #motivations. Work with your GM to craft a PC that fits into the setting. DMs, be flexible! Let PCs be the creators of their own destinies.

Just giving them backstories, motivations, and goals is a great start, even if they aren't that interesting.

You don't have to go overboard to make a special magical snowflake edgelord.

#DnD #DnD5E #OneDnD #RPG #TTRPG

@gcvsa I feel like the boring fighters thing stems mostly from the D&D 5e implementation of them. Their usual combat role is often coming down to walking up to the opponent and whacking them with a weapon, since usually that's the best they can do - which is pretty sad in a game so focused on combat. Out of combat, they do not really gain anything cool or interesting.

In every other edition there is something interesting about fighters, but 5e is the one completely shafted them, and since it is the most popular TTRPG at the current moment... well.

@gcvsa

I recently got to make a character for Pathfinder 1E for a new campaign, and after much debating, checking options, comparing and contrasting? Yep. I settled on a human.

From a mechanical perspective they're solid in almost any system, and from a storytelling perspective they're arguably the most diverse option you have, especially if any/all of the other players in your group are super heavy into enforcing "lore accuracy" for the campaign setting -- humans can be anything, or nothing.

@gcvsa all interesting things.

I probably have solutions that would work quite well to several of these if you'd be interested, or maybe you'd just like to link to your solves in tapestry?

@gcvsa Not disagreeing with you, but I recall that the reasoning for STR being the to-hit bonus was penetration. The assumption being that most targets were large creatures and so actually hitting them wasn’t the challenge, rather it was a question of piercing the thick natural armour hide.
As an extension, DEX to hit was about better precision in finding the weak spots in that protective hide. The legacy assumption is that you generally hit the target, but armour deflects the damage.