I use Mythras which is a version of RuneQuest/BRP. The system does not model damage type as such, but some weapons are capable of certain effects which in part model damage types, this is a sample:
Weapon | Damage | Size | Reach | Effects | Enc | Traits |
---|
1H Weapons: | | | | | | |
Dagger | 1d4+1 | S | S | Bleed, Impale | - | Thrown |
Club | 1d6 | M | S | Bash, Stun | 1 | - |
Shortspear | 1d8+1 | M | L | Impale | 2 | Set, Thrown |
Trident | 1d8 | M | L | Impale | 2 | Barbed, Thrown |
Cuauhololli | 1d6 | M | M | Bash, Stun | 1 | Flexible |
Parashu | 1d6 | M | M | Bleed | 1 | - |
Wahaiaka | 1d6 | M | M | Bash, Stun | 1 | Entrapping |
| | | | | | |
2H Weapons: | | | | | | |
Great Axe | 2d6+2 | H | L | Bleed, Sunder | 2 | - |
Halberd/Poleaxe | 1d8+2 | L | VL | Entangle, Impale, Sunder | 4 | Set |
Quarterstaff | 1d8 | M | L | Stun | 2 | Defensive |
Maquahuitl | 2d6+4 | L | L | Bleed | 2 | |
Gada | 1d12 | H | M | Bash, Stun | 3 | |
| | | | | | |
Shields: | | | | | | |
Buckler | 1d3 | M | S | Bash, Stun | 1 | Ranged Parry, Passive Block 2 Locations |
Scutum | 1d4 | H | S | Bash, Stun | 4 | Ranged Parry, Passive Block 5 Locations |
Chimalli | 1d3 | L | S | Bash, Stun | 3 | Ranged Parry, Passive Block 4 Locations |
Tamking | 1d6 | M | M | Bash, Bleed | 2 | Ranged Parry, Passive Block 3 Locations |
Weapon Size
Since Mythras (and most BRP) represents parrying as a concept in the combat system, weapon
size is a factor. When one weapon parries another, the sizes are compared - If the defender is successful with their parry - as long as the parrying weapon is the same size or larger than the attacking weapon, all damage is blocked. If the parrying weapon is one size smaller, half the damage is blocked, if the parrying weapon is two sizes smaller, no damage is blocked but the defender does not suffer a special effect (another part of the combat system).
Shields
Shields are considered just like another 1h weapon with some distinctive features. They are typically bigger than most 1h weapons, so they parry better Vs big weapons. They can make ranged parries against missiles, which no other weapon can do. They can passively block attacks by covering certain body locations without the need to actively parry. Bigger shields can ward a greater number of locations - a human has 7 hit locations in BRP.
Shields as one-handed weapons are unusually protective for their size. Even a buckler is "M" (Medium) sized, so it can comfortably parry all 1H weapons except for lances which are classed as "H" (Huge) for size. Two-Handed weapons are larger and are commonly "L" (Large) or "H" in size. Most shields are at least "M" or larger (except the buckler), Hoplite, Kite and Scutum sizes are "H" Huge. These can parry Huge 2H weapons comfortably.
Weapon Reach
Reach comes into play in a clash of weapons that are 2 steps of reach apart or greater. For example, a dagger is reach "S" (short), a spear is reach "L" (long). This means that the spear fighter has the advantage at an initial engagement. A shorter reach weapon cannot directly attack the defender, so the dagger fighter has to make an attack, targeting the spear instead of the fighter. If the dagger fighter wins the exchange (attack Vs parry) they may close to their preferred engagement range. The spear fighter may directly engage the dagger fighter, and if they win the exchange, they may keep the dagger fighter at bay. This is an optional rule as it can get difficult to track. The clever part of the system is that it does not just model long weapons and their advantage, it also models the
disadvantage the long reach weapon fighter is if an opponent closes in under their reach. At that point the dagger fighter has the advantage because the spear fighter may only attack with the butt of their weapon, and they may not parry with that weapon at all.
This is where a 1h Spear + Shield combination is so useful, because even if the dagger fighter gets in close, the spear + shield fighter may still parry at fully effectiveness with their shield.
Effects
These model weapon types, so that impaling weapons will disadvantage their victim if left in the body. How much you are disadvantaged depends on the size of the weapon - arrows give the victim some skill penalty, a spear stuck in you halves most of your skills. Most edged weapons provide the option of a Bleed effect, which will fatigue and eventually kill a victim if not treated. This effect means that even a small wound can be deadly in time, it can even mean the winner of a melee dies after the combat from their wounds. The "Sunder" effect can tear apart armour, which is very effective in the system, only a few weapons have this effect available, usually two handed weapons only.
Traits
These describe special actions that can be taken with the action. Daggers and spears may be thrown, tridents are barbed (does more damage if removed from a wound), "Set" weapons may be set and braced to receive a charge against an attacker, using their speed against them if the defender wins the engagement. "Flexible" weapons are designed to get around shields, even if they are not literally flexible. A cuauhololli achieves this by virtue of its unusual shape.
2H Weapons
Large 2h weapons have a damage advantage, often capable of twice the damage of 1h weapons, but the user sacrifices the ability to use a shield. These fighters are very vulnerable to missile weapons, they have to rely on their armour, evading (which generally leaves you prone) or just luck to escape injury from missiles as they approach to engage.