[RPG] Is a weapon that grants additional attacks overpowered or exploitable

balancednd-5ehomebrewspecial-materialsweapons

I'm bringing a metal into my campaign that's light and strong (think aluminium/titanium) so attacks with weapons made from it end up being faster. Would allowing a second attack on a miss once per turn with the same weapon overpower those classes with multiple attacks or is the increase comparable with some other magic weapons?

This is just a metal so it is non-magical.

Best Answer

There are two sides to this issue that I can see. Firstly, the most obvious one:

It devalues classes that get the Extra Attack class feature

Fighters, Barbarians, Paladins, Monks and Rangers are less special in that regard; although you are allowing the second attack only if the first attack misses, this is still something these classes could do anyway (if they missed their first attack). Increasing the likelihood that any other class can recover from a bad roll will devalue these classes somewhat.

Regarding damage comparisons between these aforementioned classes and others, Rogues keep up with the damage output of these aforementioned classes via Sneak Attack, and casters keep up with cantrips (see this related question/answer).

The classes with Extra Attack cannot keep up with the Rogue as well if the Rogue has a new way to recover if it misses, potentially dealing all it's sneak damage even after rolling badly on the "first" attack, whereas the Extra Attack classes can, at best, deal half their usual output of damage with the same rolls (i.e. a miss, then a hit). The same is true of a caster (that can also swing metal around, such as a Bard or Warlock) if they can opt to try their luck with a weapon they get two attempts with, rather than an all-or-nothing cantrip attack roll.

Comparison to magic items

The other issue I see is that this is comparable to the Scimitar of Speed, which is a very rare weapon. It is also a +2 weapon, and since +2 weapons are rare, you could argue that a Scimitar of Speed without the +2 might then be Uncommon (or perhaps rare, although given that yours only "activates" on a miss, probably more likely Uncommon), but regardless, having a certain kind of metal in your game that allows the property of a magic item is also quite unbalancing, since it's something where something comparable currently only exists as a magic item.

Regarding balance, though, this depends on how rare this kind of metal will be; if it's going to be equivalent to an Uncommon magic item, then it's rarity might be comparable to that of magic items, which reduces the balance concerns (compared to if it were as available as mundane weapons).