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Expanding the Weapon List
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7443052" data-attributes="member: 6802951"><p>Fair enough. I think that we just have different points at which we draw the line as to how different a weapon has to be from an example in the 5e weapons table before a new weapon category is needed. I do however also have a houserule that weapons may deal different damage types if allowed for by design. So many swords can do either Slashing or Piercing damage, the warhammer can use the pick on the back to do piercing damage instead etc. This may reduce the need for entirely new weapons. (Daggers dealing P/S allows them to incorporate machetes for example.)</p><p></p><p>I clump all the "small, light, one-handed axes" into the "Handaxe" category, and if a player specifically wants a design that would be harder to throw, then they can choose to describe it as such and to not throw it. At a certain point as axe size increases, it becomes no longer throwable, but more effective in two hands, and therefore uses the battleaxe stats. - If you feel that more granularity is required in that scale, go for it.</p><p></p><p>Likewise, since sabres, scimitars, tulwar etc are all of generally similar sizes and designs, I'd leave them with the same stats. At the point at which a sabre's blade goes over around 3ft with corresponding weight, I'd probably just start calling it a longsword, and just not use the versatile property. If a player wanted to finesse a katana, the scimitar stats seem to fit: the weapons are actually surprisingly similar. However, the falchion is most definitely <strong>not </strong>a finesse weapon. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As far as I recall, the gladius was primarily a stabbing weapon: designed to be used in close-order, often against opponents whose longer, cutting weapons would force them to fight further apart. Stabbing requires considerably less bodily force than chopping to get the same level of armour and body penetration. As mentioned, I would allow a shortsword to deal slashing damage of the player desired however. </p><p></p><p>There have been a fair number of previous threads from a while back that might give you ideas. Some were trying to design a points-based weapon creation system, some just to add a lot more weapons to the existing table.</p><p></p><p>And yes Coroc, making the quarterstaff an exclusively two-handed weapon was one of my first houserules. My group was a little militant on that regard. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7443052, member: 6802951"] Fair enough. I think that we just have different points at which we draw the line as to how different a weapon has to be from an example in the 5e weapons table before a new weapon category is needed. I do however also have a houserule that weapons may deal different damage types if allowed for by design. So many swords can do either Slashing or Piercing damage, the warhammer can use the pick on the back to do piercing damage instead etc. This may reduce the need for entirely new weapons. (Daggers dealing P/S allows them to incorporate machetes for example.) I clump all the "small, light, one-handed axes" into the "Handaxe" category, and if a player specifically wants a design that would be harder to throw, then they can choose to describe it as such and to not throw it. At a certain point as axe size increases, it becomes no longer throwable, but more effective in two hands, and therefore uses the battleaxe stats. - If you feel that more granularity is required in that scale, go for it. Likewise, since sabres, scimitars, tulwar etc are all of generally similar sizes and designs, I'd leave them with the same stats. At the point at which a sabre's blade goes over around 3ft with corresponding weight, I'd probably just start calling it a longsword, and just not use the versatile property. If a player wanted to finesse a katana, the scimitar stats seem to fit: the weapons are actually surprisingly similar. However, the falchion is most definitely [B]not [/B]a finesse weapon. :) As far as I recall, the gladius was primarily a stabbing weapon: designed to be used in close-order, often against opponents whose longer, cutting weapons would force them to fight further apart. Stabbing requires considerably less bodily force than chopping to get the same level of armour and body penetration. As mentioned, I would allow a shortsword to deal slashing damage of the player desired however. There have been a fair number of previous threads from a while back that might give you ideas. Some were trying to design a points-based weapon creation system, some just to add a lot more weapons to the existing table. And yes Coroc, making the quarterstaff an exclusively two-handed weapon was one of my first houserules. My group was a little militant on that regard. ;) [/QUOTE]
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