Dashing Rake and Skanky Hoe

takyris

First Post
Okay, PG-13 puns aside, I'm wondering about what the average GM does when his characters are in the countryside, zombies slowly shuffling toward them, and one character dashes into the shed to get something heavy and wooden.

Awhile back, I argued that today's shovel, sledgehammer, or axe is made of high-quality materials and sometimes carries a lifetime warranty. The counterargument was that a weapon you find in a shed shouldn't be more powerful than a longsword. :)

So I've been doing some thinking for an upcoming campaign, and I've come up with some new thoughts on possible weapons that someone might try.

For starters, I should note that I'm using D&D weapons as they stand -- if the characters find an ancient falchion, it's gonna have falchion stats, and if they find a mystical warhammer, it's gonna have warhammer stats, even the x3 multiplier. I won't be adjusting the d20 Modern hatchet to a x3 crit multiplier, because a hatchet is light enough and throwable that it's really a throwing axe, not a hand-axe. But x3 stuff might appear.

First category: Small stuff -- simple

The sai originated as a gardening tool for digging weeds out. As such, I'm lumping anything that's generally used for weed-digging in as 1d4, 20/x2. Better than your fist, not as good as a long knife.

An ordinary hammer (the claw teeth on one side, a hammerhead on the other) is a tiny weapon that does 1d4, 19-20/x2, and has a throwing range of 10 feet. It can be used to deliver bludgeoning or piercing damage.

Second category: Long sticks with things on them -- archaic

In general, I'm making these large weapons that can be used as double weapons, since they are essentially quarterstaves with metal implements on one end. A shovel, or the rake and hoe mentioned up above :), will do 1d8/1d4, 20/x2. The haft only gets 1d6 instead of 1d4 if it's specially shod or something.

Shovels, rakes, and hoes are treated as archaic weapons. A character trained with using ancient weapons can handle them well, but an average Joe is going to find them harder to use than a baton.

These are the stats for a new or well-cared-for shovel or rake. An old, beat-up shovel or rake takes a -2 to hit and to damage for being unwieldy, beat-up, and generally not very good.

Third category: Non-weaponized versions of old weapons -- archaic

Scythes, sledgehammers, and woodcutting axes fall into this category. These weapons have not been optimized for combat, and thus are not as good as a battle-axe or war-scythe, but they are still pretty good, relative to a shovel. :) They are treated as archaic weapons for purposes of proficient use, but must be used as though one size larger, or else used with a -2 penalty to attacks. That is to say, someone who grabs a sledgehammer finds that it is much heavier and not as well balanced as the warhammer he saw in a museum. He can either use this medium weapon 2-handed, OR he can use it at a -2 penalty to hit. If the sledgehammer were small, the one-handed model, he could still use it one-handed, but in order to use it without the -2 penalty, he would have to treat it as Medium-sized, not small -- meaning that using a small sledgehammer in each hand is difficult (-4/-4, since it's medium for purposes of use), since they are so heavy and unbalanced. Note that a scythe, which is already large is treated as huge, which means that the wielder MUST take a -2 penalty (unless the wielder is, say, an ogre, who could use an effectively huge weapon without trouble -- it'd just be a two-handed weapon instead of the usual one-handed weapon that most large weapons are).

Fourth category: Saws -- Archaic

A small saw does 1d4, 20/x3. A medium-sized saw does 1d6,20/x3. It's slashing damage. If you can shake the saw back and forth and the blade wiggles (because it's that thin metal), then it takes a -2 to hit for being flimsy and unweaponslike.

Thoughts? Things I left out? My goal is for these to be good improvised weapons, but not powerful enough that someone who HAS archaic weapon proficiency would use these things instead of, say, a longsword.
 

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You know, I went back to double check this before I posted, and bam! Power goes out upstairs.

Anway.... What style is your campaign in? Do the players dive into the shed, pull out a shovel, and hope that they dont' have to use it to try and hold something off till everyone gets in the car? Or is it the sort of campaign where they'd take out the shovel and go kick some undead booty? Likely, it's in the middle, but it really affects a lot.

Anyway, I'd say that overall, you're making them a touch powerful. The one that sticks out to me is the 1D8/1D4 dual wielded shovel. I can see a hard swung shovel dealing some good damage, but not a dual wielded shovel. The balance would just be too far off. Maybe it's just me, but I can't see any of those weapons dealing 1D8 points of damage. Maybe I'm underestimating the crit factor, but your proposal just doesn't have a large enough difference between tools and archaic weapons for me to be comfortable with it. Especially the pointy things on sticks.

The way I'd run it if that came up was have any of the pointy on a stick things deal 1D6 and have a 10 foot threat range (like a spear) but have a -2 to hit. The exception would be the shovel, which would be 1D6 and a 5 foot range. All the smaller stuff would be 1D4 or 1D3, again with a -2 to hit.

I never would have thought up the saws. Auxilary rules for holding a cut and continuing in it?

Now, if you'd like to discuss the comparitive pros and cons of the different forms of gardenshed weaponry, I'd love to dig in.
 

Hey, Thought-Bub!

Honestly, no real specific game in mind. I'm just getting material ready (my D&D game just wrapped up).

Thanks for the thoughts. I see what you mean on the rakes and shovels. Dropping them to 1d6, 19-20, archaic, and with reach is probably more reasonable -- or perhaps 1d6, 20, SIMPLE, and with reach. And the old rusty one is going at -2 to attacks and damage for being a piece of junk.

As for them being generally overpowered, here were my thoughts:

1) A character who doesn't have Archaic Weapon proficiency is attacked by zombies. He runs into the shed and sees a good-sized wrench(club), his woodcutting axe, a good-sized saw, and a rake.

If he picks up the wrench, he can do 1d6, 20/x2, and he's got a hand free.

If he picks up the woodcutting axe, he can do 1d8, 20/x3 (if these zombies are even vulnerable to crits). He's also fighting at a -4 penalty, and has to use both hands to swing the axe.

If he picks up the saw, he can do 1d6, 20/x3, and is at a -4 penalty (possibly -6 if it's not a great saw).

If he picks up the rake, he can do 1d6 damage and has reach -- he may or may not take the -4, depending on whether the rake should be Archaic (and 19-20 crit) or Simple (and 20 crit).

Which is the best weapon for him to use? In my book, our hero is better served using the wrench, unless he's desperate. Taking a -4 to hit is just too costly. I think I'm gonna make the rake a large simple weapon that does 1d6, 20/x2. It's essentially a large club that got reach instead of higher damage.

2) A character who DOES have Archaic Weapon Prof. is being chased by zombies. His longsword is back in his car, and he can't get to it right now. He gets to the shed and sees the same weapons. What does he grab?

Wrench: 1d6, 20/x2, medium
Axe: 1d8, 20/x3, medium but takes both hands
Saw: 1d6, 20/x3, medium
Rake: 1d6, 20/x2, large, has reach

For him, it's a real question. He's got options and choices. On the other hand, this guy is already playing at a disadvantage because he doesn't have his longsword with him -- something he spent a feat in order to get good with. If he DID have his longsword with him, would there be any kind of question? It's a better weapon, hands-down, than anything in the shed.

Making the shed-weapons archaic and not quite as good gives the untrained person something to use in desperation, but the penalty is likely to make it no better than a club. For the guy who IS trained, these are decent fallback weapons, so that his archaic-weapon-trained character is still a bit better off than the untrained guy when the two of them walk into a shed. They both have options. The guy who spent more feats on melee combat has better ones. Both people can make the choices and see what happens.

Anyway, that was my reasoning.

As for the saws... I thought of those when I stopped to get something in a hardware store. The saws these days are just absurd... There's one that folds out like a giant swiss army knife, and the blade is rigid, thick, and wickedly sharp. It's crazy. I wouldn't make them specially usable in combat, but I would let them bypass hardness on wood or something when used out of combat. :)
 

for those who've seen Peter Jackson's horror-comedy Dead Alive, i wonder how much damage a lawnmower would do to a zombie.... :D
 

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