Wizards of the Coast has revealed that revised versions of the three main Dungeons & Dragons rulebooks are released in 2024, which fans are already calling the 5.5 edition of D&D, because it will upgrade existing rules, based on public feedback. This will give developers the opportunity to revisit the weapon rules, as they don’t have the oomph that they had in previous editions.
The rules regarding weapons have become less strict over the course of D&D. There was a time when wizards were limited to only five weapons, while priests could only use blunt weapons, as it was against the rules for them to use blades. One of the main advantages of playing a fighter was that he was free to use any armor or weapons he wanted. Over time, the rules became less strict and classes were given more leeway to use whatever weapons they wanted.
In the current edition of D&D, the weapon system has been further streamlined. Classes receive free weapons upon creation, making it easier for new players to deploy their new heroes quickly. There are also fewer limitations on the weapons that classes can use. The problem is that the weapons in Dungeons & Dragons 5th themselves are not as interesting as they could be. The next D&D 5.5 Player’s Manual has the ability to resolve this issue by introducing new rules for weapons, as well as adding new ones to the game.
D&D 5.5 can make existing weapons more diverse
The biggest problem with current guns in D&D is that some of them are almost identical except for their price and weight. These include the battle ax and long sword, and the sword and halberd. There are also some weapons that are outclassed by others. There is no reason to choose the War Pick over the Rapier, for example, as the Rapier has Finesse quality and only costs an additional 20 gp.
The same goes for the choice of flail over warhammer, since the warhammer has the Multi-Purpose quality (1d10) and costs only 5 gp more. There are a lot of potential weapon qualities that could be added to make the weapons more diverse in D&D 5.5, some of which were used in previous editions. These can include weapon qualities that improve the chances of tripping / pushing an enemy, weapons that can knock riders out of their mounts, weapons that work better against unarmored enemies, and weapons that work better. against armored enemies.
D&D 5.5 should bring back master’s weapons
A surprising element of D&D that was cut in the fifth edition is the idea of master weapons. In the Third Edition, a master’s weapon was considered to have been made by a skilled blacksmith or was made from a metal or wood superior to the standard weapons most characters would encounter. In practice, this meant that the weapons had a +1 to hit, but not to damage, and they would cost more to purchase.
The idea of master weapons worked because it was a great way to reward lower level players without giving them magic weapons. It was also handy for players to keep a master’s weapon on them after acquiring magical weapons, as they always kept their bonus in environments where the magick was not working, such as in an area under the effect of a antimagic field to spell. Have master’s weapons back for D&D 5.5 would be a great way to revitalize how weapon crafting works in the game.
D&D 5.5 can repair slings to make them more viable
The weapon that suffered the most from the Fifth Edition is the slingshot. In the days of Advanced dungeons and dragons, they were loved by Mages of the multiverse. The selection of weapons available to spellcasters was tiny in ADD, the poor mage having access only to the dagger, the staff, the dart, the knives and the slingshot.
The slingshot was a great choice as its ammo was inexpensive. It could also be easily found everywhere, further enticing it to become a weapon of choice for gamers. The slingshot fell out of favor in the third edition of D&D, when spellcasters had access to crossbows. In 5th, the slingshot is almost useless, as access to minor combat spells in Dungeons & Dragons (which can be cast multiple times) means there is little reason for spellcasters to even have ranged weapons.
The revised rules of D&D 5.5 can upgrade the slingshot and give it a much needed boost, increasing its damage dice, giving it the Fineness quality, giving it bonus damage on critical hits, or even giving it a special quality – like inflicting additional damage against enemies without armor. The slingshot saved many mages during the time of ADD and is still a great choice in the old Baldur’s Gate Games. Its legacy should continue in the new 5.5 Player’s manual.
D&D 5.5 should bring back exotic weapons
One of the best ideas of the third edition that was left in the 5th was the exotic weapons. These belonged to a third classification of weapons, which were either extremely rare or difficult to use. In mechanical terms, exotic weapons in D&D were stronger than standard weapons or had unique traits that set them apart. The catch was that the player had to spend an exploit to use them, to reflect the extra training he had undertaken to use such an obscure weapon. The other problem was that exotic weapons were also harder to find, which meant that magical versions were extremely rare.
D&D has gradually added more fantastic races and classes of characters to the game. Nature beyond the light of the witches added new races, like the fairy and the herring, the latter being humanoid rabbits. During this time, Eberron: the resurrection of the last war added the Artificer class, which is like a magical version of Iron Man, and Van Richten’s Guide to Ravenloft added the College of Spirits subclass for bards, turning them into Persona users. Despite all of these fantastic concepts, the characters are running around with the same old long swords and big axes. Exotic weapons have the chance to make these weird Dungeons & Dragons the characters stand out even more from the crowd.
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