this post was submitted on 12 Oct 2023
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[–] BenVimes@lemmy.ca 5 points 11 months ago* (last edited 11 months ago) (4 children)

There are quite a few, but a simple one that I've put into my own house rules is giving all Clerics proficiency with flails and morningstars.

[–] fartsparkles@sh.itjust.works 4 points 11 months ago (3 children)

I love this. I can’t remember the last time a player used one of those two.

[–] BenVimes@lemmy.ca 7 points 11 months ago (2 children)

Flails are just objectively worse than warhammers. Same damage die, but lacking the Versatile trait. I've played with giving flails some other sort of secondary ability but never found something that works.

Morningstars are functionally the same as warpicks, and both lack the Versatile trait. I've settled on changing the morningstar's damage to 2d4 split between 1d4 bludgeoning and 1d4 piercing to set it apart.

[–] Kryomaani@sopuli.xyz 2 points 11 months ago* (last edited 11 months ago) (1 children)

I really wish they went over the weapons for the next edition and made sure that at the very least there were no weapons that were objectively worse than another. Might want to just homogenize the weapons under some handful of archetypes that have some legitimate advantages over each other.

I once played a cleric worshipping Loviatar so thematically I made him use whips as his weapon of choice. Roleplay-wise I loved it, gameplay-wise 1d4 damage is ass and reach allowing me to mostly harmlessly tickle the enemies from very slightly farther away is absolutely useless 99% of the time.

[–] BenVimes@lemmy.ca 2 points 11 months ago

The weapon system in 5e is half-baked. It feels like someone put it in as a placeholder and never bothered to give it a second look.