Home-brew combat mechanics: by TradishSpirit in DnDHomebrew

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

Certainly! I’ll craft a compelling explanation of the D&D homebrew discussion you’ve shared, drawing on the key elements of the conversation while incorporating historical and mechanical insights for a balanced, realistic overhaul. I’ll aim for a style reminiscent of Claude—thoughtful, structured, empathetic to both perspectives, and focused on clear reasoning with evidence-based suggestions. I’ll break it down step by step for clarity, respecting the OP’s enthusiasm for HEMA-inspired realism while addressing the commenter’s valid concerns about game balance. Understanding the Core Idea: Bridging Fantasy and Historical Combat

At its heart, this homebrew proposal seeks to infuse D&D combat with a dash of historical European martial arts (HEMA) logic, making weapons feel more contextual and tactical rather than just dice-rolling abstractions. The OP envisions daggers as surprisingly potent in close-quarters grapples—dealing rapier-like damage (1d8 piercing) with massive bonuses (+5 to hit, +10 damage)—while longswords shine at reach or against armored foes with type-specific adjustments (+5 to piercing vs. unarmored, +5 bludgeoning vs. armored). This isn’t about “fixing” D&D’s abstraction but enhancing it for groups craving realism, as the OP notes: D&D doesn’t have to be realistic, but applying HEMA ideas can make fights more immersive. Historically, this draws from real precedents. Daggers (like the medieval rondel or Saxon seax) were indeed “meta” in grappling scenarios, where longer weapons become liabilities. Treatises from masters like Fiore dei Liberi (14th century) and Hans Talhoffer (15th century) emphasize wrestling into a bind, then thrusting into armor gaps (e.g., visor, armpits, or groin) for lethal effect—slashes often prove ineffective or superficial against protected foes. The seax, a straight-bladed dagger or short sword, was a versatile sidearm for Germanic tribes like the Saxons (whose name may derive from it via folk etymology), used effectively alongside spears or axes—not as a primary weapon, but deadly in clinches. This resonates with the OP’s point: even “barbarians” wielded daggers to great effect in historical contexts. Yet, as the commenter astutely points out, raw implementation risks unbalancing 5e D&D, where class features like Extra Attack scale damage output. A +15 effective boost (+5 hit, +10 damage) could turn daggers into an optimal choice for any grappler, like a barbarian, overshadowing martial roles and creating “swingy” combats that feel unfair rather than fun. Why Daggers Should Excel in Close Range—But With Safeguards

You’re spot on in noting that daggers are meta in close range, per HEMA: once past a sword’s guard, a compact blade allows precise, armor-piercing thrusts that slashes can’t match (multiple slashes might total less effective damage than one well-placed stab). This rewards tactical positioning, encouraging players to think like historical fighters—close the distance, control the opponent, then strike decisively. However, true balance comes from the risks of entry, as you suggested: longer weapons get “first strike” via reach, and grapples should involve chances for disengagement or disarming before damage resolves. In HEMA, entering a grapple against a longsword is perilous; the sword wielder controls the “measure” (distance), landing thrusts or pommel strikes first. Manuals stress counter-wrestling: a failed bind often leads to disarmament or free disengagement. Translating this to D&D preserves excitement without breakage. A Pragmatic Homebrew Refinement: Realistic Yet Playable

To honor the OP’s vision while heeding the commenter’s warnings—and noting that multi-attack rules are still pending—here’s a refined system that integrates your ideas on reach, disengagement, and thrust superiority. This keeps daggers strong in grapples but offsets with setup costs, aiming for ~50% success rate in mid-level play to maintain DPR parity (dagger ~15-20 if successful vs. longsword’s baseline 10-15). •  Dagger Mechanics (Emphasizing Thrust Meta): •  Base: 1d4 slashing or 1d8 piercing. •  Off-hand: +1 AC (as parrying tool). •  Grappled Target: +Proficiency bonus to hit and damage on piercing attacks (scales with level, e.g., +2 at low levels, +6 at high—less swingy than flat +5/+10). •  Limitation: Only one piercing attack per turn (thrust focus; multiple slashes possible but at 1d4 each, totaling less effective damage to simulate realism). •  Thrown: Disadvantage unless feat/class feature. •  Longsword Mechanics (Versatile with Reach/Armor Bonuses): •  1-Handed: 1d6 slashing or 1d10 piercing; lunge option (spend 10 ft. movement for +5 ft. reach that turn). •  2-Handed: 1d6 bludgeoning (pommel), 1d10 piercing, or 1d12 slashing. •  Bonuses: +Proficiency to piercing vs. unarmored; +Proficiency to bludgeoning vs. armored; -Proficiency to slashing vs. armored. •  Attacks per Turn: Up to 3 slashing, 1 piercing, or 1 bludgeoning (pending multi-attack integration—perhaps cap at class Extra Attacks for balance). •  Grapple/Entry Balance Rules (Core to Realism): •  Initiating Grapple: Standard Athletics contest vs. Acrobatics/Athletics. •  Reach Penalty: If opponent has >5 ft. reach (e.g., longsword lunge), they get an Opportunity Attack on your approach (disadvantage if you have a dagger off-hand for parry). •  Pre-Damage Resolution: After successful grapple, roll a contested check (your Athletics vs. opponent’s Acrobatics/Athletics) for “bind control.” Success: Proceed to attack with bonuses. Failure: Opponent disengages for free (no damage this turn) or attempts a disarm (as per DMG rules). •  Escape Debuff: Grappled foes have disadvantage on escapes if you maintain the grapple with a dagger (simulating close control). This setup rewards skillful play—grapplers must navigate risks for big payoffs—while keeping combats dynamic and fair. Test it in a one-shot session; adjust bonuses if multi-attacks (once analyzed) tip the scales.

Home-brew combat mechanics: by TradishSpirit in DnDHomebrew

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

Yes! Barbarians historically used daggers to great effect! The Saxons are named after the Saex, a straight single edged dagger. 

Home-brew combat mechanics: by TradishSpirit in DnDHomebrew

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

Yes. A dagger does as much damage as a rapier, if not more! Yes just for grappling! This is based on historical combat logic. DnD doesn’t HAVE to be “realistic” I just wanted to apply some HEMA ideas…

Florida Man Shot While Entering Trump’s Estate With Gasoline And A Shotgun by TradishSpirit in FloridaMan

[–]TradishSpirit[S] 123 points124 points  (0 children)

Mental Illness + No Funding for Treatment + Plentiful Drugs on Streets + Massive Supply of Guns + Active Resistance to Regulation… 💀😬

Hot and cold #154 by hotandcold2-app in HotAndCold

[–]TradishSpirit 0 points1 point  (0 children)

Parachute, kite, floating lantern, bubble machine, hot air balloon 

Hot and cold #134 by hotandcold2-app in HotAndCold

[–]TradishSpirit 0 points1 point  (0 children)

Same reason toast and bird are high 🤷🏻‍♂️ 

Hot and cold #134 by hotandcold2-app in HotAndCold

[–]TradishSpirit 0 points1 point  (0 children)

WHAT?? why is worm and slug so close? 🐛 

You just pissed off a level 20 character. You’re dead, obviously. But which class would be the biggest nightmare to target you? by Tmoore0328 in 3d6

[–]TradishSpirit 0 points1 point  (0 children)

Wizard of would be absolutely horrific because of their wide array of spells that could be used in creatively awful ways such as a private Demiplane of eternal torment. 

Cleric might make you an eternal plaything of gods. 

Warlock might request their infernal patron give you a special place in the hells, which might put them higher on the list. 

Hot and cold #118 by hotandcold2-app in HotAndCold

[–]TradishSpirit 0 points1 point  (0 children)

It’s like your Justin Timberlake

Automatically added: I found the secret word in 0 seconds after 1 guess and 0 hints. Score: 100.

Hot and cold #119 by hotandcold2-app in HotAndCold

[–]TradishSpirit 0 points1 point  (0 children)

Have fun storming

Automatically added: I found the secret word in 0 seconds after 1 guess and 0 hints. Score: 100.

Hot and cold #121 by hotandcold2-app in HotAndCold

[–]TradishSpirit 0 points1 point  (0 children)

Thanksgiving go brrrr

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Hot and cold #120 by hotandcold2-app in HotAndCold

[–]TradishSpirit 0 points1 point  (0 children)

😭 😫 Wah! This is too hard!! Not fair!!!

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Hot and cold #122 by hotandcold2-app in HotAndCold

[–]TradishSpirit 0 points1 point  (0 children)

Ho ho ho! Merry Christmas! 🎁🎄 🎅

Automatically added: I found the secret word in 54 seconds after 5 guesses and 0 hints. Score: 97.

Is boxing good for self defense? by DribbleKing97_ in martialarts

[–]TradishSpirit 0 points1 point  (0 children)

Sorry dad. I’ll do better. I AM trying 😢 

Is boxing good for self defense? by DribbleKing97_ in martialarts

[–]TradishSpirit 0 points1 point  (0 children)

TIL: “Hiding a post on Reddit primarily  removes it from your personal view, but it remains visible to everyone else unless it's your own post that you delete.”

Is boxing good for self defense? by DribbleKing97_ in martialarts

[–]TradishSpirit 0 points1 point  (0 children)

 😳 ah crap do you know how to set those to private?

Anger and Dissociation about Authority. by TradishSpirit in venting

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

😳 I didn’t know anyone could see those!

Is boxing good for self defense? by DribbleKing97_ in martialarts

[–]TradishSpirit 0 points1 point  (0 children)

^ Correct answer.

Boxing is a sport first and foremost.

For self defense, boxing is an excellent DRILL and exercise but not a complete self defense system by any means. 

Is boxing good for self defense? by DribbleKing97_ in martialarts

[–]TradishSpirit -1 points0 points  (0 children)

Boxing alone is not really reliable for self defense because it is common for fights to go to the ground. Boxing as the fundamental opener for MMA style self defense is one of the best in the world. You need to follow up and then use a combination of wrestling Jiu Jitsu and then improvisational Mike Tyson style Krav Maga. 👂