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Weird weapons that should make a comeback

foolish_mortals

First Post
flumphs,

swords that look like candy canes, maces that seem like mazes... weapons that make us wonder what the hell they are. There out there, locked in dnd storage waiting to make us scratch our heads again.

tentacle roll please...
my choice of weirdo weapon is the Drow Tentacle Rod.

strangest weapon I've seen so far,
foolish_mortals
 

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Number48

First Post
I'll go you one better. I want the rules to assume a genericness to weapons upon which you put any description you like. The problem with being an expert khopesh wielder? You will never, ever find a magic khopesh. If you do, it simply feels like the DM giving it to you. I'm not a big fan of weird weapons myself, but if a character want to use a Xena-style chakram that is functionally identical to another weapon, why not?

I would say that is a major failing in previous editions. In order to justify charging us money for more books, they added equipment that completely unnecessary. In your Oriental Adventures, just mention that a katana looks a little different but is a bastard sword in rules mechanics.
 


delericho

Legend
I think I would advocate that the system should actually include only a fairly small set of 'base' weapons (spears, swords, bows...), but then also include a system for adding custom weapons to the game. This would primarily be useful for the unique Exotic weapons used by the weaponmaster characters, but there's no reason it shouldn't also cover Simple and Martial (or Military, whatever) weapons as well.

That way, you get a few weapons of general utility, but also the means to add whatever else you need.

For magic items, I'm inclined to think that the system should encourage the DM to just nudge the treasure probabilities towards "the weapons the PCs use" (without making it automatic - perhaps instead of the most common entry on the table being "sword", it should be "PC weapon"... but there are other entries on that table!). If that breaks versimilitude, especially with a PC using a truly unique weapon, the other option is to have the party's employer/patron simply offer weapon upgrades as part of their reward for doing the job.

Finally, of course, I'm also in favour of a "signature item" system being available fairly early as an expansion module. (Much like "Weapons of Legacy", but implemented well :) )
 

Salamandyr

Adventurer
At the level of abstraction that D&D works at, one single handed sword is pretty much the same as another, whether we call it an arming sword, a saber, a broadsword, a khopesh (which is really an axe), a hanger, spadroon, spada, or dao. I think I'd prefer to keep it that way, at least in the simple base rules.

Likewise, I'd really like to see the base armors be leather/padded, brigandine, chain mail, and plate armor.

I'm sure there will be, and I wouldn't mind owning, an Ultimate Arms & Equipment Guide that expands on the base definitions, but, as I assume there will be, it includes double weapons, I will continue to ban them.

And if the katana does superior damage to Western weapons of similar heft and length, I will either add a breakage mechanic or nerf it.
 

Wormwood

Adventurer
I'd be happy with:

Light weapons d4
Medium weapons d6
Heavy weapons d8

with feats or class options to increase the die type.
 


hemera

Explorer
I'd love bokken or shinai, mancatchers, saps, any other non lethal kind of weapon. Oh, and on a personal note a section in the DMG for all my beloved spelljammer firearms. Hurray wheel locks! :)
 



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