Quote Originally Posted by Torched Forever View Post
So, a lot of people dislike the current PhB weapon system and have created variant to their liking. Here is my attempt to bring distinction to weapons without 3.x levels of complications. Comments and criticism are welcome.

Weapons.
To determine a weapon's stats, you may apply a variety of positive and negative traits which effect the weapon's damage. A weapon's base is a one handed martial weapon that deals 1d10 damage. For each positive trait, decrease the weapon's damage die by one step (for example 1d10 to 1d8) and for each negative trait, increase the weapon's damage die by one step (for example 1d10 to 1d12). A one handed weapon may not have a damage die greater than 1d8 (1d6 for simple). This means you must apply traits to a weapon for it to be valid. You may only have one size, type, loading, and half trait.

Positive Traits.
  • Simple. This weapon is usable by more classes.
  • Light. This weapon can be dual wielded. Size trait
  • Versatile If this weapon is wielded in two hands, increase its damage die by one step. Size trait
  • Precise You may add Intelligence or Strength for attack and damage with this weapon. Type trait
  • Finesse. You may add Dexterity or Strength for attack and damage with this weapon. Type trait
  • Reach. This weapon may make melee attacks against targets up to 10ft. away.
  • Thrown. This weapon may be used as a ranged attack with a 20/60 range.
  • Ammunition. This weapon requires ammunition to attack, has disadvantage on attack rolls against targets within 5ft., also it has a large range, this trait counts as two positive traits.
  • Formation. This weapon has advantage on attack rolls if an adjacent ally is wielding a weapon with the formation trait.
  • Crude. This weapon's cost is incredibly reduced, three may be crafted in one day at no cost as long materials are available.
  • Unpredictable. Targets do not receive any increase in AC from shields or parrying abilities.
  • Flaming. This weapon deals fire damage instead of piercing, slashing, or bludgeoning.
  • Poisonable. A poison may be applied to this weapon as part of an attack.
  • Armor Piercing. Targets that take damage from this weapon lose 1 AC bonus from their armor. This penalty is removed by spending 5sp per point in repairs to armor or when damage is healed for natural armor.
  • Crippling. On a critical hit, targets must make a DC12 Constitution saving throw or lose a limb.
  • Brutal. On a critical hit or when this weapon drops a target to 0 hp, you may use a bonus action to force any number of target creatures within 30ft. who can see you to make a DC10 Wisdom saving throw or become frightened of you.
  • Defensive. While wielding this weapon, you gain 1 AC.
  • Concealed. Everyone has disadvantage on Investigation and Perception checks to detect this weapon. This trait may not be applied to weapons with the two-handed trait and only decreases the damage die by half a step.

Negative Traits.
  • Two-Handed. This weapon must be held in two hands to attack with it. Size trait
  • Mounted. This weapon may ignore damage die limits, requires two hands to attack unless mounted, and has disadvantage on attack rolls against targets within 5ft. This trait counts as two negative traits. Size trait
  • Loading. This weapon may only attack once per turn regardless of how many attacks you may normally make. This trait may only be applied to weapons with the ammunition trait. Loading trait
  • Spring Loaded. This weapon may only attack once per turn regardless of how many attacks you may normally make. This trait may only be applied to weapons with the light trait. Loading trait
  • Offensive. While wielding this weapon, you lose 1 AC.
  • Heavy. This weapon has disadvantage on attack rolls for small characters. This trait may only be applied to weapons with the two-handed trait and only increases the damage die by half a step. Half trait
  • Fine. This weapon has disadvantage on attack rolls for medium characters. This trait may only be applied to weapons with the light trait and only increases the damage die by half a step. Half trait
I think the precise is just wrong, an intelligent guy would never be effective as a strong or acrobatic one, I really cannot imagine how a weapon like this would be or used, on the contrary I can imagine the finesse and the normal one.
Formation is a really nice concept, may be even too strong.
Unpredictable is really a good catch for weapons like a flail or nunckaku, that with random movements would be difficult to forsee.
Crippling is strange, loosing a limb doesn't mean you are crippled, it means you are mutilated! Something like "if you do X or more damage with one hit reduce opponents speed by 10 ft" would be crippling.
Brutal, fantastic exploit, to be more realistic the DC could be based on wielder charisma, a stunning action made by a black knight cursing everyone is different than an ignorant half drank dwarf that can barely speak.