Weapons as special effects

DanMcS

Explorer
I'm thinking, there shouldn't be a mechanical difference between weapons wielded by someone of the same skill level. But a fighter should be more dangerous with a dagger than a wizard. The description of the weapon should just be flavor text, basically.

Here's where I'm going: there are no proficient/ nonproficient weapons, just the user's skill with them.

Someone with no weapon proficiency should do 1d6 20/x2 with a medium-sized weapon. A sword, an axe, a spear, a club, whatever, it's all descriptive text and makes no mechanical difference.

You can scale them up or down on the size chart very easily- small do 1d4, large do 1d8. Large give 1.5 str bonus to damage, but you can't use a shield. Light add 1/2 str bonus but are finessable.

The 'Ranged' quality gives you a range increment- thrown is 10', a bow is 30'. A thrown weapon (one that can be used in melee and at range) reduces the damage by one die. A light throwable weapon used by someone without weapon proficiency would do 1d3 damage, but gets to add her full strength damage when throwing it. The bow increment is used for weapons that can't be used in melee at all.

Someone with Weapon Proficiency (BAB +1 prereq) does 1d8 20/x3. Scale as normal- a small weapon does 1d6, a large does 2d6. You can change the threat/multiple around (20/x3, 19-20/x2, drop the damage one die for 20/x4). Thrown weapons have range 20', bows have range 60'.

Drop the damage one die to make the weapon finessable, or have 10' reach, or give a +2 to trip (and drop to avoid being tripped), or a +2 to disarming, but you can only add two qualities. You can shuffle around damage and crit modifiers- maybe you want your great halberd to do 2d8 20/x2, or your broadheaded pike (reach, used two-handed) to do 1d6 20/x4.

If you take Improved Weapon Proficiency (BAB +5 prereq), you can add a quality or up the damage dice- 1d8, 2d6, 3d6, 20/x3. You can drop them up to three steps to add qualities like finessable, tripping, disarming, reach, or improved threatened area (threaten & attack at 5' and 10'), and can shuffle around damage dice and crit mods. Range increments are 30' and 90'.

An improved weapon might be a hand and a half sword (2d6, 19-20/x2, used one-handed), or a lashing chain (used two handed, improved threatened area, tripping, finessable, 1d6, 20/x3). You can't quite get a stock spiked chain here, because it has four qualities (threatened area, tripping, finessable, and disarming).

Greater Weapon Proficiency (10 levels in fighter) takes you to 2d6, 3d6, 4d6, 20/x3, use up to 4 qualities, but from here on out it's only available to fighters, who should be the kings of armed combat. 40' and 120' range increments.

A zweihander (large, 4d6, 19-20/x2) or a punch sword (small, finessable, 2d6 20/x3) would be a weapon used by a fighter of this caliber. Use creative names as appropriate.

Weapon Mastery (Fighter 15) gives you 3d6, 4d6, 6d6, 20/x3 and you can swap for up to five qualities. Here is where you create your two-handed great daiklave (4d6 20/x3, improved threatened area)

Anywhere above where it says 2d6, you can use 1d10 if you prefer the flatter probability. Similarly with 3d6 and 2d8.

A finessable weapon should be described as light or flexible (a rapier or a chain).

A tripping weapon should have a part which can hook or wrap around the opponent.

A disarming weapon should be able to wrap around a weapon or have multiple prongs to trap it with.

A weapon with an improved threat area should either be large and give a long reach (like a greatsword or long chain) or have a long shaft and be able to thrust out far and near (like a spear).

The good thing about this is, if a high level warrior is forced to defend himself with a dagger, he's still more dangerous than a low-level fighter would be with a sword. If he picks up a curtain rod, you know he's a threat. The weapon isn't the dangerous part, the warrior is.

Weapon focus, specialization, and improved critical would still apply to a given weapon (probably the signature weapon of the character).

Now instead of worrying about weapon costs, you give characters a weapon or two that they want at character creation, and let the players worry about the details. Let them call it a two-handed grand scythe of slaying, but while they just have the weapon proficiency feat, it's a 2d6 20/x3 weapon (or some variation) like any other. When they pick up improved weapon proficiency, they get to be more dangerous with it.
 

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DanMcS

Explorer
I guess there's a better way to quantify this.

Damage die scale:
1
d2
d3
d4
d6
d8 (or 2d4)
2d6 (or d10)
3d6 (or 2d8)
4d6
6d6
8d6
12d6
16d6

Nonproficient users start at d6, 20/x2 (for medium users). You can take one quality. Thrown has a 10' and Ranged has a 30' range increment.
Weapon Proficiency starts at d8, 20/x3. 20' or 60'. May use 2 of the available weapon qualities.
Improved Weapon Proficiency at 2d6, 20/x3. 30' or 90'. May use 3 of the available weapon qualities.
Greater Weapon Proficiency at 3d6, 20/x3. 40' or 120'. May use 4 qualities.
Weapon Mastery at 4d6, 20/x3. 50' or 150'. May use 5 qualities.

You may freely go one step up or down the scale by using a large or small weapon. Small weapons are finessable.

You may freely go one step down the damage scale to improve your crit modifier 1 point.

You may reduce your crit modifier to x2 (if it's x3) to get one step up the scale.

Most qualities reduce you on the damage scale, except 'ranged', as it has a built-in penalty.

Qualities
Available to any user
Throwable: Weapon can be thrown, gets your strength bonus to damage, max range increments 5. Range increment is based on your proficiency.
Ranged (not usable in melee, damage not reduced): A shot weapon, like a bow or crossbow. Max range 10 increments. Does not add your strength bonus to damage unless you buy a mighty weapon.

Available to proficient users
Settable: You may set the weapon against a charge; if you ready an attack against a charge, you inflict double damage if you hit.
Finessable: Can use dex for attack bonus instead of strength (if you have the feat). Light weapons have this quality automatically for a user, and it doesn't count against the quality limit for them.
Reach: Threatens at 10' from your square, but not at 5'.
Disarming: Add a +2 bonus to disarm checks made using this weapon.
Tripping: Add a +2 bonus to trip checks made using this weapon, and if you fail you can drop it to avoid being counter-tripped.

Available to users with Improved Weapon Proficiency
Wide Threatened Area: you threaten both the squares 5' and 10' from yours. If combined with reach, threatens 10' and 15' from you.
Penetrating: You may ignore up to 5 points of armor or natural armor bonus on your target.
Parrying: When used with Combat Expertise, each point of attack bonus used for defense provides an additional +1 dodge bonus to AC.
Defensive: When used with Two Weapon Defense, the shield bonus you gain doubles.
Bloody: An opponent hit by your attack takes an extra 1d6 + (appropriate strength bonus) damage on your next turn.

Available to Greater Weapon Proficiency
Touch (Must be using the weapon with finesse): Your attack is made as a touch attack, but causes only 1 point of damage (str bonus does not apply); any extra damage from precision or expressed as bonus dice applies normally.
Fast: When making a full attack, you may make an additional attack at your highest attack bonus with the weapon. All attacks take a -2 penalty.
Knockback: When you hit an opponent, you may choose to force him to make a fortitude save, DC equal to the damage dealt, or be moved 5' in a direction you choose.

Available at Weapon Mastery
Elemental: Add one of the following special abilities to the weapon: Thundering, Flaming Burst, Icy Burst, or Shocking Burst.
Aligned (Your alignment must be appropriate for this): Add one of the following special abilities to the weapon: Anarchic, Axiomatic, Holy, or Unholy.
Deadly: The DC for saves versus massive damage from this weapon are increased by your strength bonus (modified for size, ie half if the weapon is light, 1.5x if the weapon is two-handed).

A new combat maneuver: Change Grip. As a move action, you can switch the way you use your weapon, giving it different qualities in use.

Feat: Quick Change Grip (Wisdom 13, Weapon Proficiency): You may change your grip on a weapon as a free action.

Example: Rangar the fighter is fighting orogs. He hews down the last one nearby with his greatsword (weapon proficiency, 2d6 19-20/x2), but sees one 40' away. He changes his grip on his sword, leaving one hand on the hilt but gripping the blade just above the hilt in his gloved hand, effectively holding the weapon as a spear. He's using the "settable" quality, so if that bugger charges him it's in for a world of hurt.

Next round: It did, and got skewered; he looks around and sees the last of the humanoids fleeing. Quickly changing his grip once more, he throws his greatsword with a range increment of 20' as a 1d8 19-20/x2 weapon.

He might also use the quillions as a disarming aid, or turn the sword around completely, holding it by the pointy tip, to use it to trip someone with the hilt.
 
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DanMcS

Explorer
Some people like to tinker. Also, I like the way it makes a fighter-type more dangerous with a dagger than a spellcaster using the same dagger. It gets rid of the distinction between proficient and nonproficient weapons; I figure having a low BAB and doing less damage with the sword works just as well as nonproficiency, but you don't have to keep track of which weapons anyone is proficient with. There are no exotic weapons this way, just regular weapons used exotically.

You never have to look up weapon statistics. If you have the weapon proficiency feat, you know a medium-sized weapon does a d8 20/x3 damage.

It takes away the penalty for style- a spear fighter is equivalent to a swordsman is equivalent to a guy that carries a baseball bat, if they have the same feats.
 


DanMcS

Explorer
JimAde said:
Does this get rid of Weapon Focus/Specialization/etc. as well?

I don't think it needs to; the proficiency feat chain would represent general talent at all kinds of arms, the focus/specialization/improved critical chain would cover dedication to one weapon in particular.

Next up: more advanced qualities, because there need to be more than just "wider threatened area".
 

DanMcS

Explorer
More Qualities

Available at Improved Weapon Proficiency:
Penetrating: You may ignore up to 5 points of armor or natural armor bonus on your target.
Parrying: When used with Combat Expertise, each point of attack bonus used for defense provides an additional +1 dodge bonus to AC.
Defensive: When used with Two Weapon Defense, the shield bonus you gain doubles.
Bloody: An opponent hit by your attack takes an extra 1d6 + (appropriate strength bonus) damage on your next turn.

Qualities Available at Greater Weapon Proficiency:
Touch (Must be using the weapon with finesse): Your attack is made as a touch attack, but causes only 1 point of damage (str bonus does not apply); any extra damage from precision or expressed as bonus dice applies normally.
Fast: When making a full attack, you may make an additional attack at your highest attack bonus with the weapon. All attacks take a -2 penalty.
Knockback: When you hit an opponent, you may choose to force him to make a fortitude save, DC equal to the damage dealt, or be moved 5' in a direction you choose.

Edit: categories, and added them to the mechanical post above.
 
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Vrecknidj

Explorer
DanMcS,

Any chance you'll want to put all this into a Word document, complete with examples and descriptions and all that? I've been emailing bits and pieces of your ideas to some of my players (some of whom are also DMs) and they're starting to drool.

Dave
 

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