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General Tabletop Discussion
*Dungeons & Dragons
Should the game have extensive weapon lists?
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<blockquote data-quote="Horwath" data-source="post: 7067393" data-attributes="member: 6801299"><p>IMHO, D&D should also get rid of martial/simple/racial weapons categories.</p><p></p><p>IF they want some racial flavor to weapons it can be some special trick that can be done with the weapon, increased range, increased damage, extra weapon trait, etc...</p><p></p><p></p><p>for melee weapons base damage should be:</p><p></p><p>1d10</p><p></p><p>Thrown(30/120ft) trait reduces damage die by 1,</p><p></p><p>Light trait reduces damage diel by 1,</p><p></p><p>finesse trait reduces damage diel by 1,</p><p></p><p>reach trait reduces damage die by 1,</p><p></p><p>Heavy trait increases damage die by 1,</p><p></p><p>Two handed trait increases damage die by 2,</p><p></p><p>damage die is 1d2,1d4,1d6,1d8,1d10,1d12,2d6,2d8,3d6,</p><p></p><p>Ofc, heavy weapons cannot have light<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />p), finesse or thrown properties.</p><p></p><p></p><p>also there should be strength requirement for using weapons. Low strength equals attacks with disadvantage or attacks deal always minimum damage. Pick one.</p><p></p><p>Base str requirement is 12.</p><p></p><p>light reduces str requirement by 2,</p><p></p><p>finesse reduces str requirement by 2,</p><p></p><p>heavy increases str requirement by 2,</p><p></p><p>twohanded increases str requirement by 2,</p><p></p><p></p><p><strong>Examples:</strong></p><p></p><p>1Handed:</p><p></p><p>dagger; damage 1d4, light,finesse, thrown, str req 8</p><p></p><p>whip; damage 1d4, reach, light, finesse, str req 8</p><p></p><p>shortsword: damage 1d6, light, finesse, str req 8</p><p></p><p>whip dagger; damage 1d6, reach, finesse, str req 10</p><p></p><p>Light hammer; damage 1d6, light, thrown, str req 10</p><p></p><p>Handaxe; damage 1d8, light, str req 10</p><p></p><p>rapier; damage 1d8, finesse, str req 10</p><p></p><p>Javelin; damage 1d8, thrown, str req 12</p><p></p><p>Halfspear; damage 1d8, reach, str req 12</p><p></p><p>Sidesword; damage 1d10, str req 12</p><p></p><p>spear; damage 1d10, reach, heavy, str req 14</p><p></p><p>longsword; damage 1d12, heavy, str req 14</p><p></p><p></p><p><strong>2Handed:</strong></p><p></p><p>Spiked chain; twohanded, damage 1d10, reach, finesse, str req 12</p><p></p><p>Elven courtblade; twohanded, damage 1d12, finesse, str req 12</p><p></p><p>Longspear; twohanded, damage 1d12, reach, str req 14</p><p></p><p>Waraxe; twohanded, damage 2d6, str req 14</p><p></p><p>pole-ax; twohanded, damage 2d6, reach, heavy, str req 16</p><p></p><p>greatsword; twohanded, damage 2d8, heavy, str req 16</p><p></p><p></p><p>That is 18 weapons for melee characters. 12 one handed and 6 twohanded. But that are just categories and one example. Think of the weapon fit it in one of those categories and you are good to go.</p><p></p><p></p><p><strong>Ranged:</strong></p><p></p><p>this will not have the same strict categories as melee weapons.</p><p></p><p>1Handed:</p><p></p><p>sling: damage 1d4, range 30/120, str req n/a</p><p></p><p>Handcrossbow; damage 1d8, light, range 50/200, loading(bonus action), str req 8</p><p></p><p></p><p>2Handed:</p><p></p><p>lightcrossbow; damage 2d6, twohanded, range 80/320, loading(action) str req 8</p><p></p><p>heavy crossbow; damage 2d8, twohanded, heavy, range 120/480, loading(action), str req 10</p><p></p><p></p><p>ash shorbow; damage 1d6, twohanded, range 80/320, str req 10</p><p></p><p>yew shortbow; damage 1d8, twohanded, range 100/400, str req 12</p><p></p><p>ironwood shortbow; damage 1d10, two handed, range 120/480, str req 14</p><p></p><p>dragonbone shortbow; damage 1d12, two handed, range 140/560, str req 16</p><p></p><p></p><p>ash longbow; damage 1d8, twohanded, heavy, range 150/600, str req 12</p><p></p><p>yew longbow; damage 1d10, twohanded, heavy, range 180/720, str req 14</p><p></p><p>ironwood longbow; damage 1d12, two handed, heavy, range 210/840, str req 16</p><p></p><p>dragonbone longbow; damage 2d6, two handed, heavy, range 250/1000, str req 18</p></blockquote><p></p>
[QUOTE="Horwath, post: 7067393, member: 6801299"] IMHO, D&D should also get rid of martial/simple/racial weapons categories. IF they want some racial flavor to weapons it can be some special trick that can be done with the weapon, increased range, increased damage, extra weapon trait, etc... for melee weapons base damage should be: 1d10 Thrown(30/120ft) trait reduces damage die by 1, Light trait reduces damage diel by 1, finesse trait reduces damage diel by 1, reach trait reduces damage die by 1, Heavy trait increases damage die by 1, Two handed trait increases damage die by 2, damage die is 1d2,1d4,1d6,1d8,1d10,1d12,2d6,2d8,3d6, Ofc, heavy weapons cannot have light(:p), finesse or thrown properties. also there should be strength requirement for using weapons. Low strength equals attacks with disadvantage or attacks deal always minimum damage. Pick one. Base str requirement is 12. light reduces str requirement by 2, finesse reduces str requirement by 2, heavy increases str requirement by 2, twohanded increases str requirement by 2, [B]Examples:[/B] 1Handed: dagger; damage 1d4, light,finesse, thrown, str req 8 whip; damage 1d4, reach, light, finesse, str req 8 shortsword: damage 1d6, light, finesse, str req 8 whip dagger; damage 1d6, reach, finesse, str req 10 Light hammer; damage 1d6, light, thrown, str req 10 Handaxe; damage 1d8, light, str req 10 rapier; damage 1d8, finesse, str req 10 Javelin; damage 1d8, thrown, str req 12 Halfspear; damage 1d8, reach, str req 12 Sidesword; damage 1d10, str req 12 spear; damage 1d10, reach, heavy, str req 14 longsword; damage 1d12, heavy, str req 14 [B]2Handed:[/B] Spiked chain; twohanded, damage 1d10, reach, finesse, str req 12 Elven courtblade; twohanded, damage 1d12, finesse, str req 12 Longspear; twohanded, damage 1d12, reach, str req 14 Waraxe; twohanded, damage 2d6, str req 14 pole-ax; twohanded, damage 2d6, reach, heavy, str req 16 greatsword; twohanded, damage 2d8, heavy, str req 16 That is 18 weapons for melee characters. 12 one handed and 6 twohanded. But that are just categories and one example. Think of the weapon fit it in one of those categories and you are good to go. [B]Ranged:[/B] this will not have the same strict categories as melee weapons. 1Handed: sling: damage 1d4, range 30/120, str req n/a Handcrossbow; damage 1d8, light, range 50/200, loading(bonus action), str req 8 2Handed: lightcrossbow; damage 2d6, twohanded, range 80/320, loading(action) str req 8 heavy crossbow; damage 2d8, twohanded, heavy, range 120/480, loading(action), str req 10 ash shorbow; damage 1d6, twohanded, range 80/320, str req 10 yew shortbow; damage 1d8, twohanded, range 100/400, str req 12 ironwood shortbow; damage 1d10, two handed, range 120/480, str req 14 dragonbone shortbow; damage 1d12, two handed, range 140/560, str req 16 ash longbow; damage 1d8, twohanded, heavy, range 150/600, str req 12 yew longbow; damage 1d10, twohanded, heavy, range 180/720, str req 14 ironwood longbow; damage 1d12, two handed, heavy, range 210/840, str req 16 dragonbone longbow; damage 2d6, two handed, heavy, range 250/1000, str req 18 [/QUOTE]
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Should the game have extensive weapon lists?
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