phb weapon sizes vs. DMG variant:weapon equivalencies

paulewaug

Registered User
So which do you like more and/or feel makes the most sense?

The weapon sizes rule in the PHB
from the srd:
Weapon Size: Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.
A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a –4 nonproficiency penalty also applies.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

or
the variant rules from the DMG.
Don't see them anywhere in the srd so I can't C&P them here:(
basically an axe (ex.) comes in small, medium, and large etc. and just has a name given in relation to the Medium sized pc. etc.
 

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I like the new rules. Now halflings can use greatswords, too.

In fact a short sword isn't a long sword: the relative size of the blade, compared to the hilt, is different, the blade itself is different.

On the other hand, if I'd DM a campaign where I have many halflings and gnomes and wouldn't use small enemies so that the small PC's can get no weapons in the loot, I'd probably let them use the weapon equivalency table (But I'm generous with shops anyway, so they can buy their stuff or commision it).
 


With this rule Priests of Urogalan (FR Halfling deity of dead) can use Urogalan's favored weapon which is a dire flail. It was the most absurd deity favored weapon in D&D 3rd Ed.
 

One minor house rule I use is that all magic weapons automatically resize for the size of their owners, unless the creators of the weapons has a specific reason not to do this (drow, etc.).

If for some reason, the owner of the magic weapon WANTS to have a weapon be out of size, they have to make a use magic device check (this stops a lot more cheese than one might think). So without the skill, one can't "think colossal" to make one's staff into a battering ram.

To me it seems like a "Best of both worlds" solution.
 

Resizing items

Particle_Man said:
One minor house rule I use is that all magic weapons automatically resize for the size of their owners.
I have a problem with this, and I believe WotC came to the same conclusion regarding resizing magic items and armour with the revision of the rules: who needs to use detect magic if that sword you pick automatically shrinks to fit your halfling's hands? It smacked far too much of Diablo to me for items to instantly accommodate their new owner. I was very glad that armour, at least, does not now resize in 3.5 (it was house ruled out of 3.0 for my games anyway).
SIZE AND MAGIC ITEMS
When an article of magic clothing or jewelry is discovered, most of the time size shouldn’t be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.
There may be rare exceptions, especially with racial specific items.
Armor and Weapon Sizes: Armor and weapons that are found at random have a 30% chance of being Small (01–30), a 60% chance of being Medium (31–90), and a 10% chance of being any other size (91–100).
I'd personally use the same options for weapons found. (In both cases, of course, they're the size of whoever was wearing / wielding it.) I don't make boots / cloaks / etc. resize either -- but then their quality of manufacture will often suggest that there might be something special about them (this gets PCs to spend ranks in Appraise).
 

What we need is a spell "Resize Item" that makes some item fit you snugly - with the change of up to one size category per casting. Give it a costly material component and all's well.
 

Re: Resizing items

Thimble the Squit said:
I have a problem with this, and I believe WotC came to the same conclusion regarding resizing magic items and armour with the revision of the rules: who needs to use detect magic if that sword you pick automatically shrinks to fit your halfling's hands?
That depends on whether the user has to actively will the item to resize or not (or needs a command word or such to do so), as opposed to the item changing sizes as soon as it's touched.
It smacked far too much of Diablo to me for items to instantly accommodate their new owner.
Err... Huh? There's no such thing in Diablo. No need for it, either, since all the characters are human.
 

Re: Resizing items

Thimble the Squit said:

I have a problem with this, and I believe WotC came to the same conclusion regarding resizing magic items and armour with the revision of the rules: who needs to use detect magic if that sword you pick automatically shrinks to fit your halfling's hands?

I don't see how it will change the ability to detect magic items that much, unless your party has no bard, druid, cleric, sorceror or wizard. Detect Magic is, after all, a mere 0-level spell. We are not talking about making a major spell redundant, here. I don't lose sleep about slightly nerfing a cantrip, nor about characters possible having an extra use of Mage Hand or Ray of Frost freed up.

I have been in campaigns where the DM simply told us exactly which items were magical and what they did, and the abilities the items had. The world did not end. The players had fun. Realism was not reduced for them. It was just assumed that magic items "wanted" to be used. My way is sort of a half-way point. And remember, some items don't have to resize, and some items (those made by greedy drow, etc.) won't, so this "poor man's detect magic" should not be relied on.

In any case, detect magic still has a lot of uses in my world, especially as it can detect the type of magic that items have (useful if you don't yet have access to that 1st level power house spell identify), determines if there is something magical about a door, lock, room, chest, gear someone else is carrying, etc.

As for your objection that it looks silly a la Diablo, well, tastes differ (for the record, I am not a player of computer games more complicated than Hearts). I think it fits in well enough with worlds where wizards can cast balls of fire, giant insects don't collapse under the weight of their exoskeletons, etc. If items "want" to be used, then they could well resize to fit the user. But that's just me. But in any case, it sure saves on player aggravation and DM bookkeeping. :)
 


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