Revised Armor and Weapons Tables


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  1. #1
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    Ignore ren1999

    Revised Armor and Weapons Tables

    I looked at the play test 2 equipment tables and revised mine with some of the ideas presented. But they could use some work. Any suggestions? Or not.

    Natural Armor Table


    None ac10+dex mod
    Padded ac10+1+dex mod
    Leather(includes Hide) ac10+2+dex mod
    Studded ac10+3
    Chain ac10+4
    Scale ac10+5
    Banded ac10+6, Dex-1, Speed-1
    Splint(includes Half-Plate) ac10+7, Dex-2, Speed-2
    Plate ac10+8, Dex-3, Speed-3
    This armor stacks with
    Light Wooden Shield ac10+1
    Light Steel Shield ac10+2, Dex-1, Speed-1
    no two-handed or off-hand weapons with a shield
    Heavy Tower Shields have Defensive Advantage(the attacker rolls the melee or ranged attack twice and takes the lower roll) but are not recommended for adventuring.


    Weapons Table

    unarmed punch/bludgeoning/1d4+str mod/can reduce damage
    unarmed kick/bludgeoning/1d4+str mod/can reduce damage
    gauntlet/bludgeoning/off-hand/1d6+str mod
    shield/bludgeoning/off-hand/1d6+str mod
    small club/bludgeoning/off-hand/concealment surprise init +1/1d6+str mod/can reduce damage
    pole-arm or scabbard/bludgeoning/off-hand/1d6+str mod/can reduce damage
    long staff/bludgeoning/2 handed/2d6+str mod/can reduce damage
    club/bludgeoning/main/1d8+str mod
    great club/bludgeoning/2 handed/2d8+str mod
    flail or nunchaku/bludgeoning/off-hand/1d8+str mod
    mace/bludgeoning/main/1d10+str mod
    large mace/bludgeoning/2 handed/2d6+str mod
    small hammer/bludgeoning/concealed surprise init +1/1d6+str mod
    battle hammer or war hammer/bludgeoning/main/1d10+str mod
    maul/bludgeoning/2 handed/2d6+str mod
    spiked gauntlet/bludgeoning, piercing/off-hand/1d8+str mod
    spiked chain/bludgeoning, piercing, grappling/off-hand/1d6+str mod
    pick/bludgeoning, piercing/main/1d10+str mod
    spiked mace/bludgeoning, piercing/main/1d10+str mod
    morningstar/bludgeoning, piercing/off-hand/1d8+str mod
    dagger/off-hand/slashing, piercing/concealment surprise init +1/1d6+str mod
    spear/main/piercing/1d10+str mod
    lance or ranseur/2 handed/piercing/reach 10 feet/ac+1/1d6+str mod
    trident/off-hand/piercing/1d8+str mod
    short sword or wakizashi/off-hand/slashing and piercing/1d8+str mod
    garrote/2 handed/grappling/slashing/2d8+str mod
    sickle or kama/slashing/off-hand/1d8+str mod
    glaive or naginata/2 handed/slashing/reach 10 feet/ac+1/1d6+str mod
    hand axe/main/slashing/1d10+str mod
    battleaxe or war axe/2 handed/slashing/2d8+str mod
    bastard sword/2 handed/slashing/2d8+str mod
    rapier/main/slashing and piercing/1d10+str mod
    long sword/main/slashing and piercing/1d10+str mod
    falchion/main/slashing and piercing/1d10+str mod
    guisarme or halberd/2 handed/slashing or piercing/reach 10 feet/ac+1/1d6+str mod
    thrown dagger/ranged/piercing/concealment surprise init +1/1d6+str mod
    thrown axe/ranged/piercing/1d6+str mod
    thrown spear/ranged/piercing/1d10+str mod
    javelin/ranged/piercing/1d6+str mod
    bolas/ranged/grappling/1d6+str mod
    sling/ranged/bludgeoning/1d6+str mod
    short bow/ranged/piercing/2d6
    long bow/ranged/piercing/2d10
    hand crossbow/off-hand/ranged/piercing/2d8
    heavy crossbow/ranged/piercing/2d12
    whip/grappling/ranged/piercing/1d4+str mod
    net/grappling/1d0
    improvised weapons/1d4+str mod

 

  • #2
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    Ignore B.T.
    There's no way I can read that without my eyes bleeding. I would recommend formatting and trying again.

  • #3
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    Ignore Chris_Nightwing
    As ever ren1999, you provide so much information with so little context. Why have you made these ever-so-slightly-different tables?
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  • #4
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    Ignore ren1999
    Quote Originally Posted by Chris_Nightwing View Post
    As ever ren1999, you provide so much information with so little context. Why have you made these ever-so-slightly-different tables?
    I think this is my best armor table yet.

    My weapons table is too rough. It's hard for me to read. But if I block out every weapon with good formatting I won't be able to include all the weapons for you to critique at a glance.

    I've got some basic ideas for weapons as follows.

    unless you're a monk, your fists and feet and a bar stool should do the least amount of damage 1d4, pulling a punch should allow you to reduce damage, there should be a knock out mechanic

    bludgeoning weapons should allow you to reduce damage when holding back

    small weapons are the fastest which aid initiative, do 1d6 of damage

    off-hand weapons should do 1d8 damage

    main weapons should do 1d10 damage

    two-handed weapons should do the most damage such as 2d4, 2d6

    long weapons should have a reach of 10 feet but should do less damage than main weapons because they are heavy, they are also two handed so you can't use a shield or an off-hand weapon with them

    thrown weapons like all the weapons above should have a strength mod bonus to the damage

    arrows should do 2d4, 2d6 because there will be no strength mod bonus to the damage. As another EnWorld participant suggested, the arrow does additional damage because of the artificial strength of the bow.

    When designing these weapons, each weapon should have unique advantages and disadvantages to use. No single weapon should be so worthless that nobody every chooses it. A Rouge might choose a dagger because she wants speed and surprise. She's sacrifice additional damage to do it.

  • #5
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    Ignore ren1999
    Quote Originally Posted by B.T. View Post
    There's no way I can read that without my eyes bleeding. I would recommend formatting and trying again.
    Suggest a format and I'll do the work.

  • #6
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    ENniesZEITGEISTI Defended The Walls!

    Ignore MatthewJHanson
    Quote Originally Posted by ren1999 View Post
    Suggest a format and I'll do the work.
    My recommendation is to wrap it in code tags. This will let you use spaces to create columns so that they all line up. (It might be easiest to type it in another program with a monospace font and paste it into this window).

    Code:
    unarmed punch  bludgeoning   1d4+str mod   can reduce damage
    unarmed kick   bludgeoning   1d4+str mod   can reduce damage

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