A heavier blunt implement.

Most of the blunt weapons (excluding the greatclub) have special qualities - the flails are tripping weapons, a potentially very important factor.

The greatclub got deliberately hosed, I always figured, so that low-CR large creatures (Ogres, Hill Giants) who are dumb-but-strong can use it and be ever-so-slightly less dangerous, but still get the very-nice "upsize to d8s" benefit.

Were the others hosed? I never noticed...
 

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ThatGuyThere said:
Most of the blunt weapons (excluding the greatclub) have special qualities - the flails are tripping weapons, a potentially very important factor.

The greatclub got deliberately hosed, I always figured, so that low-CR large creatures (Ogres, Hill Giants) who are dumb-but-strong can use it and be ever-so-slightly less dangerous, but still get the very-nice "upsize to d8s" benefit.

Were the others hosed? I never noticed...
No, actually, now that I look, bludgeoning doesn't get it as badly as I thought. Warhammers are the equal of battleaxes, for example. For some reason, I'd thought they weren't. And I have to admit that the morningstar and heavy mace are pretty badass for one-handed simple weapons. Yeah, I guess it really is just the greatclub that looks glaringly weak for its category.
 

What's wrong with a martial two hander that does 2d6 20/x3 versus the greatsword that does 2d6 19-20x2? It's exactly the same damage output.

I think you should make the great mace 1d12 20/x3. no martial weapons should be 20/x2 unless they have some significant advantages over other weapons of their type (reach, etc).

In Races of Stone there's a two handed hammer the big guys from that book use (I'm blanking on the name of the hammer and the name of the race). I think it was 2d6 20/x3 for medium size.

-Nate
 



The Souljourner said:
What's wrong with a martial two hander that does 2d6 20/x3 versus the greatsword that does 2d6 19-20x2? It's exactly the same damage output.
Making it a 1d12 like the core rules greataxe is a closer fit. Though IMG I make the greataxe a 2d6 weapon, same as my two handed x3 crit hammer.
I think you should make the great mace 1d12 20/x3. no martial weapons should be 20/x2 unless they have some significant advantages over other weapons of their type (reach, etc).
Solid metal construction. 2d6x2 is fine. It's martial because it is too damned heavy. It is a size increased heavy mace, just a little too good to be a simple weapon. Remember the greatclub is also a martial weapon just because of mass {Though IMG i do make simple for those with STR 13 and up]
In Races of Stone there's a two handed hammer the big guys from that book use (I'm blanking on the name of the hammer and the name of the race). I think it was 2d6 20/x3 for medium size.
I have heard others claim it was exotic 1d12 x4 with +2 to sunder.
 


A longsword is one-handed, d8, 19-20/x2 slashing.
A greatsword is two-handed, 2d6, 19-20/x2 slashing.

Therefore, I feel

A warhammer is one-handed, d8, 20/x3 bludgeoning.
A greathammer should be two-handed, 2d6, 20/x3 bludgeoning.

Totally balanced. There's a reason no one uses greatclubs.
 

RangerWickett said:
A longsword is one-handed, d8, 19-20/x2 slashing.
A greatsword is two-handed, 2d6, 19-20/x2 slashing.

Therefore, I feel

A warhammer is one-handed, d8, 20/x3 bludgeoning.
A greathammer should be two-handed, 2d6, 20/x3 bludgeoning.

Totally balanced. There's a reason no one uses greatclubs.
This was my exact reasoning.
 

Heavy flail also gets +2 to disarm and can trip people. So it makes up for the lower damage.

Greatclubs get screwed but they are also very easy to find make (find a tree, cut it down shape a handle).
 

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