Character creation

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Apr 1, 2024 3:13 am
Um, it shows this online but I want to check.
Handaxe 5 gp 2 lbs. Breaker (wood), defensive (light), dual-wielding, simple, thrown (20/60) Slashing
Greatclub 5 sp 10 lbs. Simple, versatile (1d10) Bludgeoning


Greatclubs do not have "Heavy" or "Two-Handed" so I use one as a monk weapon and use DEX?
If I read it all correct I can dual-wield the greatclub (1d8+3) and a handax(1d6).

How malleable is my form? Mechanically for rules/combat I will follow the RAW but can I flex and stretch within the limits of what my AMORPHOUS BODY allows?
Ex: can I squeeze to 1" and stretch into other areas to spy, peer around corners, etc?
Last edited April 1, 2024 3:18 am
Apr 1, 2024 3:19 am
Psybermagi To dual wield in 5e, both weapons must have the "light" property. Perhaps you have a way around that.
Apr 1, 2024 3:31 am
I dont have all the A5e rules, which is one reason I asked, but this is what I found Here
Quote:
Dual-Wielding†. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon (see Two-Weapon Fighting).
Apr 1, 2024 4:34 am
Yep. That is a5e rules. They are different from 5e rules that way. You have a better selection for main hand. Which is nice. Always takes time to hunt down rules. I found this.

Is the A5e version of Two-Weapon Fighting better than the original?
The short answer to this question would be that it is slightly better than it's O5e counterpart.

1. Every class in A5e and O5e can pick up Two-Weapon Fighting and wield two weapons in either hand.
2. The weapon in your dominant hand, however, no longer has to have the Light weapon property (O5e) or the Dual-Wielding weapon property (A5e). As long as it doesn't have Heavy weapon property, you can wield a d8 weapon in that hand.
3. The weapon in your off-hand still has to have the Light weapon property or the Dual-Wielding property for Two-Weapon Fighting to work.
4. Two-Weapon Fighting still requires a bonus action for your offhand weapon, but if you belong to a class that has the Extra Attack feature, you can use your bonus action to make two attacks instead of one. I consider this A5e feature to be an improvement as Two-Weapon Fighting in O5e became pretty lopsided once you got past 5th level. From 1st to 4th level, you could make 1 attack and 1 bonus action attack. Action Surge in O5e would just give you two attacks and 1 bonus action attack. From 5th to 11th level things were still okay in O5e as long as you didn't use Action Surge for the attack action. But once you got past 11th level, things became pretty lopsided as you would be making many more attacks with your dominant hand and just one bonus action attack. You would need a homebrewed feat at this point to balance out the number of attacks you can make with each hand.
With the loss of a third Extra Attack and Action Surge for the A5e Fighter and the tweaking of the bonus action attack after 5th level, the number of attacks you can make two weapons doesn't feel so lopsided as it was in O5e. An 11th level Fighter using the Two-Weapon Fighting Style can now make 3 attacks with their dominant hand and 2 attacks with their offhand.

I am not into the damage potential that comes with Two-Weapon Fighting, just the number of times you can make an attack. Hitting an opponent multiple times when it's your turn matters slightly more to me than seeing whether or not I exceed the damage potential of another Fighting Style.

As for the Duel-Wielding Expert feat, it hasn't changed much in A5e except that you can now swap out the offhand weapon with the Dual-Wielding property for a d8 weapon now.
Last edited April 1, 2024 4:38 am
Apr 1, 2024 2:07 pm
Unarmed strike as a monk is still better as I can add the ability bonus but I wanted to check that I was taxing it correct. The real issue was that the greatclub is not heavy so huzzah I can use Dex with it
Last edited April 1, 2024 2:11 pm
Apr 1, 2024 4:31 pm
Checking out both the Adept's Martial Arts section and the Two-Weapon Fighting in the Making An Attack section of combat, seems Psybermagi is entirely right. There are no mentions of the off-hand weapon needing to be light, only that the main-hand weapon cannot have the heavy property or be two-handed. Which sort of surprises me for the greatclub, but hey, whatever... So yes, you can duel-wield those weapons using your DEX mod.

Edit: Oh yeah, for the new characters I'll need you to upload or link to the image you used for your characters' profile pics so I can make counters for them for the battle map.
Apr 1, 2024 5:01 pm
https://gamersplane.com/characters/avatars/29079.jpg?1711990829

https://gamersplane.com/characters/avatars/29079.jpg?1711990829
Apr 1, 2024 9:09 pm
kalajel says:
There are no mentions of the off-hand weapon needing to be light, only that the main-hand weapon cannot have the heavy property or be two-handed. Which sort of surprises me for the greatclub, but hey, whatever... So yes, you can duel-wield those weapons using your DEX mod.
I assume the if hand requires the dual-wield property. This is actually a bit more restrictive on the off hand but not free on the main hand. It even precludes short sword from dual wield.

I do find it odd that they made the great Club versatile and quarterstaff two handed. That is swapped from 5e. Seems a bit odd based on the damage output but won't complain šŸ˜
Apr 1, 2024 9:48 pm
Hmm, true, they are using the dual-wielding tag now. A bit weird about the shortsword and the quarterstaff, but they both gain the parrying tag in exchange, so I dunno...
Apr 1, 2024 10:01 pm
New things to get used to. Parry seems nice
Apr 2, 2024 2:16 pm
I've been busy with Easter this whole weekend and haven't had a chance to dig into the rules at all. Hopefully while I'm at the office this morning I can take a peak and maybe move forward with character generation.
Apr 2, 2024 3:45 pm
No problems. Take your time.
Apr 3, 2024 3:46 am
Here are a couple tidbits I found for all characters. Everyone starts with 2 +INT mod skill specialties and everyone can use the basic maneuvers
[ +- ] SKILL SPECIALTIES
[ +- ] BASIC MANEUVERS
So, can monks use DEX for bonus damage on Basic Melee Damage?
Apr 3, 2024 3:00 pm
If you have a positive INT mod, you're not limited to more skill specialties, you can also take an extra language or a tool or vehicle proficiency.

Yes, an Adept can use STR or DEX for attack and damage on unarmed strikes and Adept weapons as per the Martial Art class feature.
Apr 3, 2024 3:21 pm
I thought so. Just wanted to make sure that applied to maneuver as well. Thanks
Apr 3, 2024 5:26 pm
Before I really begin building I'd like to double check what everyone's doing. I'm seeing monk being tossed about so I may avoid that. I've got some idea's for further generation but class eludes me atm.

What other classes are occupied?

Adept is monkish. I've never played a ranger but there's also sorcerer.

Haunted
Forsaken
Prophesy or maybe Metamorphosis
Deva
Apr 3, 2024 5:45 pm
Character race class
Ugost ooze-folk adept (monk)
Vuraz ??? Fighter
Harsk half orc ranger
Zaiashi elf cleric
Garbuffel ??? Druid ?
Scarf human rogue
Last edited April 3, 2024 5:49 pm
Apr 3, 2024 5:48 pm
@Emberskyes I thought you were going "Traveler Sorcerer". If you want adept(monk) I was also looking at traveler sorcerer, and don't mind swapping as long as the DM is if ok with it
Last edited April 3, 2024 6:27 pm
Apr 3, 2024 7:25 pm
Oh, I am a pure fighter (deep) dwarf. Hammer and shield.
Last edited April 3, 2024 7:25 pm
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