Is there a "greathammer"?

Iron Heroes uses a Maul similar to frankthedm's houseruled one. Two-handed, 2d6, x3 critical, bludgeoning, 12 lbs.

The Mattock is two-handed, 1d8, x4 critical, piercing, 10 lbs.
 

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frankthedm said:
the only 2 handed blunt weapon is the cripplingly inefficient martial great club[1d10 x2 crit]
You forgot about the Heavy Flail [1d10 19-20/x2 +2 to disarm checks, can be used to make trip attacks]. The fact that the Heavy Flail is so much better than the great club is proof alone that the great club is not balanced at all. HOUSERULE - make it a simple weapon, as its basically just a bigger, two-handed morningstar.

frankthedm said:
I allow said weapon, the great hammer, I even let it deal 2d6 which i also do for the great axe. Medium martial 2 hands 2d6 x3 crit. More or less this is weapon the titan wields [the 2 handed hammer that is the blunt equivalent of a Great axe. ]
Same. The rest of the weapons table sets up certain precedents and the absence of a 1d12 or 2d6 Greathammer breaks them. The Warhammer = Longsword = Battleaxe. The light flail has a smaller threat/crit than those three to compensate for its other combat abilities. The heavy flail and halberd have smaller damage die in comparison to the Greataxe and Greatsword for same reason. So its perfectly logical to go from a heavy flail to a 1d12 or 2d6 Greathammer.

With regards to weight, while I would think that blunt weapons would be heaver than axes, the warharmmer and the two flails are actually lighter than their axe counterparts. I give my Greathammer a weight of 10 lbs and cost of 25 gp.

With regards to 1d12 vs 2d6, I houserule that all three weapons use the same damage die. Its the choice of the party whether that's 1d12 or 2d6; but they know that if they choose 2d6 then thats what everyone in the world, like Greataxe wielding raging Orc Barbarians, will be rolling as well. Even if they choose to go with 2d6, any player has the option to role a d12 (even for a Greatsword) if that's what they prefer (perhaps for the more random spread).

ValhallaGH said:
Oddly enough, the FRCS Maul has the exact same stats (excepting cost) as the nigh-unplayable Greatclub.
I'm pretty sure that the crit for the Maul in the FRCS, reprinted in the Arms and Equipment Guide, is x3. The exact same weapon appears in Complete Warrior as an Exotic hand-and-a-half weapon (like a bastard sword). They made two mistakes, in my opinion, when porting it over though. First it has a weight of 20 lbs. which is heavier even than an Orcish double axe and way out of line with the reduced weights of weapons in 3.5; I recommend going with 7 lbs. Second, I don't think they make any reference to needing a Str of 13+ to take the EWP to use the weapon one handed; both the Dwarven Waraxe and Bastard Sword have that requirement.

The authors/editors of Complete Warrior made the same weight (go with 8 lbs) and Str requirement mistakes with the hand-and-a-half Dire Pick, which was the successor to the Gnomish Battlepick from Sword and Fist and the Arms and Equipment Guide. They also went wrong with the name - Dire is *so* played out. If you're not going to keep it as the Gnomish Battlepick (and give Gnomes Weapon Familiarity with it) then you *have* to call it the Mattock to go along with the (in same class) Maul!

We also have Greatpicks (moved Scythes to Exotic - technically better than Falchions because of the Trip attack and I think they're kind of cheesy) that are two hander martials. We also made the small size damage 2d3 for all weapons whose medium damage is 2d4. Currently the progression for x4 or 18-20/x2 weapons is: One-Handed 1d4,1d6; 1.5 Handed 1d6,1d8; Two-Handed 1d6,2d4. If you look at average damage, 2d3 fits the progression better.
 

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