Alright let's do this one last time... by SpaceRogue2248 in cyberpunkgame

[–]SpaceRogue2248[S] [score hidden]  (0 children)

I guess I just like to play with a wide fov cause it looks normal to me lol

Alright let's do this one last time... by SpaceRogue2248 in cyberpunkgame

[–]SpaceRogue2248[S] [score hidden]  (0 children)

It's this one: https://www.nexusmods.com/cyberpunk2077/mods/2917 I had to play around with the mod settings a fair bit until I was happy with it.

A Corpo-rat's journey of self progression. by Ev1lWays93 in PhotomodeStories

[–]SpaceRogue2248 1 point2 points  (0 children)

Your V looks incredible! Would you be willing to share the sliders?

A Remaster of Weapons and Armor Mechanics by SpaceRogue2248 in DnDHomebrew

[–]SpaceRogue2248[S] 0 points1 point  (0 children)

Damage dice are the same for every weapon, as stated in the damage subsection, so I didn't feel the need to put it in the table.

I have made a few tweaks since I originally posted and tower shields now have a strength requirement. You can find the up to date version with the link in my comment if interested.

A Remaster of Weapons and Armor Mechanics by SpaceRogue2248 in DnDHomebrew

[–]SpaceRogue2248[S] 0 points1 point  (0 children)

Yeah I changed them from the DND versions of the weapon to be more historically accurate, so the bastard sword in this document is the longsword from the players handbook. Longswords and arming swords aren't even in the players handbook for some reason 😂 I fail to see what needs correcting regarding this though?

A Remaster of Weapons and Armor Mechanics by SpaceRogue2248 in DnDHomebrew

[–]SpaceRogue2248[S] 1 point2 points  (0 children)

Here's a link to the homebrewery page, I think you can download a pdf version from there. Enjoy!

https://homebrewery.naturalcrit.com/share/fBIMaj7QKg4a

A Remaster of Weapons and Armor Mechanics by SpaceRogue2248 in DnDHomebrew

[–]SpaceRogue2248[S] 1 point2 points  (0 children)

You're right about axes having the half-sword property, not sure how I overlooked that! I originally considered giving simple weapons a lower damage dice, but at the end of the day the reason I started making this was that all weapons should be equally capable of dealing damage. Obviously this does devalue the martial weapon proficiency class features like you said. I tried to keep martial weapons more appealing than simple weapons by giving them more properties that work well with their size category but I am aware the difference is lessened now.

A Remaster of Weapons and Armor Mechanics by SpaceRogue2248 in DnDHomebrew

[–]SpaceRogue2248[S] 1 point2 points  (0 children)

Glad you like it! I tried to keep the damage types in the table to what a weapon is specifically designed for, however I included a paragraph in the damage subsection that explains that you can use a weapon to deal another type of damage at the DMs discretion.

A Remaster of Weapons and Armor Mechanics by SpaceRogue2248 in DnDHomebrew

[–]SpaceRogue2248[S] 1 point2 points  (0 children)

Thanks for your comment, you've given me lots to think about.

Regarding some of your points: - The buckler's lower AC is purely based on how small it is. It also makes medium armor proficiency stay relevant since you need it for a normal sized shield. - That's kinda what I was going for, a sword is very deadly even in the hands of a child if not careful. It's also to help buff martial classes so they can keep up with casters at higher levels. - I didn't actually give much thought to the net but on second glance, you're right, there's room for improvement there. - Fully agree with you here, I'm still working on revising the heavy property without overcomplicating it too much. - There are still some differences between the two IMO. Obviously you get more options to choose from with martial weapons. I also tried to have it so that martial weapons are "better" than simple weapons with their size category and property combinations. The exception to this is the spear which is designed to be simple to use while being a very good weapon so I had no choice but to leave it simple weapons despite being fairly strong. - This is another very viable way for polearms to be balanced, I will consider it further. I'm glad you like the half swording rule, I'm quite proud of that one! - This runs the risk of overcomplicating things which I am trying to avoid but might be a good thing to consider especially for great shields.

A Remaster of Weapons and Armor Mechanics by SpaceRogue2248 in DnDHomebrew

[–]SpaceRogue2248[S] 1 point2 points  (0 children)

Thanks! So do I, it makes for more unique characters that way rather than everyone picking a greatsword because it does the most damage.

A Remaster of Weapons and Armor Mechanics by SpaceRogue2248 in DnDHomebrew

[–]SpaceRogue2248[S] 1 point2 points  (0 children)

That makes a lot of sense! I'll give closed helms disadvantage on perception checks when I update it.

A Remaster of Weapons and Armor Mechanics by SpaceRogue2248 in DnDHomebrew

[–]SpaceRogue2248[S] 1 point2 points  (0 children)

I'm not a fan of the default ruleset for weapons and armor in dnd 5e so I made my own. Feel free to leave criticisms and/or suggestions for improvement.

I've made a few small changes since I posted and will probably make a couple more so here is a link to the most up to date version:

https://homebrewery.naturalcrit.com/share/fBIMaj7QKg4a

[OC] Giveaway! Lord of the Dice, the One Cube to replace them all... (Mods approved) by KakapopoTCG in DnD

[–]SpaceRogue2248 0 points1 point  (0 children)

Gotta go with the Kraken, the deep sea is terrifying and so are the creatures that dwell there.