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Thread: Revised Armor and Weapons Tables
Saturday, 6th October, 2012, 06:14 PM #1
Cutpurse (Lvl 5)
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
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.
unarmed punch/bludgeoning/1d4+str mod/can reduce damage
unarmed kick/bludgeoning/1d4+str mod/can reduce damage
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
great club/bludgeoning/2 handed/2d8+str mod
flail or nunchaku/bludgeoning/off-hand/1d8+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
lance or ranseur/2 handed/piercing/reach 10 feet/ac+1/1d6+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
improvised weapons/1d4+str mod
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Saturday, 6th October, 2012, 08:02 PM #2
Thaumaturgist (Lvl 9)
There's no way I can read that without my eyes bleeding. I would recommend formatting and trying again.
Saturday, 6th October, 2012, 08:17 PM #3
Guide (Lvl 11)
As ever ren1999, you provide so much information with so little context. Why have you made these ever-so-slightly-different tables?
Everyone is weird, but those who are weird in the same way call themselves normal.
Sunday, 7th October, 2012, 03:36 AM #4
Cutpurse (Lvl 5)
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.
Sunday, 7th October, 2012, 03:38 AM #5
Cutpurse (Lvl 5)
Sunday, 7th October, 2012, 05:25 AM #6
Enchanter (Lvl 12)
Code:unarmed punch bludgeoning 1d4+str mod can reduce damage unarmed kick bludgeoning 1d4+str mod can reduce damage
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