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EDC's Weapons & Armor Revisited

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Players want their characters to be effective in combat.  Yet, the weapon and armor lists in the Player's Handbook is riddled with false choices.  Items that no player in their right mind would buy for their character.  This work takes a hard look at all those items and gives them a reason to be on that list or (in the case of two) removes them.

~ All stats for weapons and armor rebalanced so that there are good reasons for each weapon or armor on the list to be there.

~ Designer commentary throughout allows you understand the thinking behind  the changes and discard the ones you don't agree with.

~ Introduction of Damage Reduction makes armor more effective throughout the game.

~ New Properties for certain weapons like Bleed and Daze.

~ Explore a world of effective weapons and armor that conjure more vivid combat imagery!

~ Ed Del Castillo has been designing games professionally for 35 years and has worked with many major publishers, including three Dungeons & Dragons titles for Wizards of the Coast.

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Reviews (3)
Discussions (6)
Customer avatar
Valerio M June 28, 2019 9:02 pm UTC
PURCHASER
Hi, great product, I'm going to use it in my next D&D campaign! Just one thing: I don't know if I've downloaded the latest version; anyway I would REMOVE the LIGHT feature from the BROADSWORD, maybe giving it instead the DEFENSIVE feature (otherwise it would be too simple to fight with two d8 damage dealing broadswords without even taking the Dual Wielder Feat). And, flavour wise, I would give the shortsword the rapier properties and viceversa, and I would swap the prices of these two weapon. What do you think?
Many thanks, and great works, Kudos!
Customer avatar
Alessandro F July 15, 2016 10:34 am UTC
PURCHASER
Hallo! I would like to know, if the damage reduction of the armor works with magic attacs like Fire Bolt or a Lighning bolt too.
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Customer avatar
Eddy D July 15, 2016 6:47 pm UTC
CREATOR
It does. I will clarify that further in the next update, but all damage (even psychic for now and for the sake of simplicity) is reduced by damage reduction.
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Customer avatar
Alessandro F July 16, 2016 8:48 am UTC
PURCHASER
And monsters with natural armor get Damage reduction too? Seems they are in a disadvantage at this point
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Customer avatar
Alessandro F July 16, 2016 4:49 pm UTC
PURCHASER
And, I don't really understand why the shortsword isn't light, i mean, the Broadsword i Light ad that meand i can dual weald broadswords but not shortsword?
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Customer avatar
Eddy D July 23, 2016 9:17 pm UTC
CREATOR
Sorry, on vacation and away from internet. Happened into a cafe today. Yeah, I know. It doesn't seem to make sense at first. That's mainly because of the use of the word "Light" to mean "Usable in two weapon fighting without the Feat". They should have chosen a word like Balanced or something. The choice to have the shortsword not be light comes mostly from hours of playtesting and seeing a 'well' forming around the shortsword and dual wielding with it. There are certain meta errors in the game like Rapiers AW and shortswords. removing the light property makes it one step more challenging to use dual wielding but allows for more diversity in play and gives the shortwsword something unique in the form of added AC at early levels. Especially for classes that tend to use the ss.
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Customer avatar
Eddy D July 23, 2016 9:21 pm UTC
CREATOR
In general, the monsters in the game are a bit buff when played out in cinematic situations. I'm working on revision to the monsters but that will be a long time coming. I would recommend that most monsters that wear armor not get natural resistance as well. As a natural coarse of things they probably wouldn't. Those that do, should do so for cinematic and "boss" reasons. Fro example if I put armor on a Dragon, there is a super cool reason for it.

Also, on monsters it is super fun to treat armor as hitpoints. I give the armor a set of hit points and then allow the players to break off the armor as they damage the creature. the armor absorbs the damage but as it breaks the creature becomes easier to hit.
Customer avatar
James Z July 02, 2016 2:51 pm UTC
PURCHASER
Ed, any chance you could add a summary table to this doc? While extremely valuable from a research perspective, this document lacks tabletop utility -- I can't hand it to my players and say, "Use this instead of the table in the PHB." I'll refrain from reviewing this for now; this seems like a pretty big oversight and I'm surprised I'm the first person to mention it.

All respect for the effort and thought you put into compiling this information -- I've been working on a similar project and it's nice to know I'm not alone in my madness. It's just that in order to implement these ideas at the table I need an at-a-glance solution. You know how players are.
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Customer avatar
Eddy D July 05, 2016 8:45 pm UTC
CREATOR
Thanks for the comment, James. Give me a couple of days and I'll assemble a new version for you (and everyone else) with a complete table. Should be no problem.
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Customer avatar
Eddy D July 06, 2016 12:32 am UTC
CREATOR
Hi James. Took care of this today. :) Put a new version up with Charts for both the Weapons and the Armor along with updates from countless hours of playtesting. Hope you like it.
Customer avatar
Andrea B April 11, 2016 11:06 am UTC
PURCHASER
Hi there! Good job! Just a couple of heads-ups:
1) some typos here and there
2) I would have kept the pike, it's my third favourite weapon after morning star and shortsword. Maybe it could have had a place as a reach weapon that does increased damage when readying the attack (1d8, reach, two-handed; 1d12 when readied)
3) Light Hammer should stun ONLY when used to deal bludgeoning.
4) I would've mentioned Lucerne Hammers or the likes, among polearms, to have a bludgeoning and piercing option (reducing damage for balance): Lucerne Hammer: 1d8, bludgeoning or Piercing, reach, two-handed, Daze only if bludgeoning is used;
3) Rapier/scimitar/shortsword just simply contradict the purpose of this work: they are identical, except scimitar is strictly inferior (weighs more and does only slashing damage), and shortsword costs only 10 gp as opposed to 25 gp (I know money is a non-issue, but still).

Suggestion: Rapier does 1d8 when used with the other hand free; Scimitar has Bleed;...See more
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Customer avatar
Eddy D April 12, 2016 1:26 am UTC
CREATOR
Hi Andrea. Thanks for the comments. I'll take a closer look and see if I can make any of them fit, and I'll definitely take care of those typos right away. :) I'm bummed that you thought the price was worth taking 2 stars off the review. Please understand that I put a lot of thought and play-testing into my work for the sake of getting the balance just right. My goal is to make sure that I'm improving 5e while staying in the framework of what was created and following its unwritten rules (like trying to keep things simple). I hope that, if you decide to play with my rule changes, you will discover this and consider giving me a bump. ;)
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Customer avatar
Eddy D April 12, 2016 6:06 am UTC
CREATOR
After a long, combat-heavy, playtest session, I've added the "Defensive" property to some weapons and moved the Scimitar into a heavy category and included the Sabre and Cutlass with it. I've also added the ability for Polearms to be slashing, piercing, or bludgeoning so that every manner of pole weapon is possible... including pikes and Lucerne hammers.

Lastly, did a pass on typos. I think you'll like the new version. :)
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Customer avatar
Andrea B April 12, 2016 8:52 am UTC
PURCHASER
I would've given 4 stars (I reserve a 5 stars rating for something that looks and works like a published work), if it weren't for the price. I made special care to mention this in the rating, so that people will realize it is a good work, because it is. I just think it's overpriced.
I am not sure how to "bump" the rating, but since you've addressed the issue I pointed to so promptly, I'd be happy to.
Customer avatar
Michael S March 09, 2016 7:26 pm UTC
PURCHASER
I looked through your product, it's not bad, but there's a few problems that I noticed. For starters, some of the armors actually become less desirable as you go down the table. For example, the way you worked the math, Leather Armor has an AC cap of 17, whereas Studded Leather has a cap of 16, weighs more, and costs more than four times as much. This has, in effect, made the better armor less desirable than its cheaper counterpart. Which isn't bad from a flavor point of view, but in terms of mechanics, you've completely neutered that set of armor and made it worthless except for bragging rights.
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Customer avatar
Eddy D March 14, 2016 1:08 am UTC
CREATOR
Your point is correct so long as you only consider characters with 18+ Dex. For characters with a Dex score of 17 or less, Studded leather is the better choice.

With 5e trying to keep Ability Scores lower, especially at lower levels, I thought it in keeping with the style of the existing game to facilitate characters with an overall lower average in their scores.

I have more thoughts on this and you mention the work has a few problems, which I'm not seeing. I'm super interested in making the best work possible so I really want to hear the rest your other thoughts and I'm happy to explain my thought process in more detail than might be present in my commentary sections. Here's my email address if you'd prefer to write me directly... edcworks@icloud.com
Customer avatar
Sylvain B March 08, 2016 12:16 pm UTC
PURCHASER
The product looks interesting but please provide it in PDF format.
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Customer avatar
Eddy D March 08, 2016 5:36 pm UTC
CREATOR
Hi There. This is Ed. I just realized what I did wrong. Will fix this immediately.
Reply
Customer avatar
Eddy D March 08, 2016 5:46 pm UTC
CREATOR
The problem should now be resolved. Thanks for letting me know. :)
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File Last Updated:
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This title was added to our catalog on March 08, 2016.