Resizing weapons to get batter damage.

melkoriii

First Post
Ok So Im looking at a character that would use a two handed Club, Flail or Mace.

So I take the weapon and use the chart in the Core books

Club – size Medium, Damage 1d6 x2
Use chart to make a Large Club.
Large Club – size Large, Damage 1d8 x2

Then I look and there is a Great Club in the PHB
Great Club –size Large, Damage 1d10 x2
Why does this weapon not follow the resizing rules?

Then I take Light Flail and do the same thing.
Flail, light –size medium, damage 1d8 x2
Large Flail, light –size large, damage 2d6 x2

Compare this to the Flail, Heavy in the PHB
Flail, Heavy –size large damage 1d10 19-20x2

Now I know the threat range is different (don’t know why) but the damage is the opposite of what happens with the Club.

Then if you take the Mace.
Mace, light –size small, damage 1d6 x2
Large Mace, light –size large, damage 2d6 x2

Compared to the PHB Heavy Mace.
Mace, heavy –size medium, damage 1d8 x2
Large Mace, heavy –size large, damage 2d6 x2

The mace works out fine with the resize rules.

What is the correct way to resize weapons?

Or can I use what gives the best damage?
 

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I don't know about the mace or the flail, but a club is a simple weapon, and a greatclub is a martial weapon, so it should do more than a Large club (also a simple weapon). Hope that's not too confusing.
 
Last edited:

Yeah, I have the same problem with a Large Warhammer:

Warhammer: 1d8/x3
Large Warhammer: 2d6/x3


...and yet the Maul in FRCS is a 1d10/x3 weapon.
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An unrelated nitpick: the saber is too powerful. Why would anyone use a long sword instead of a saber?

Saber: medium martial, 1d8/19-20x2, piercing AND slashing, and gives +1 to hit when mounted.
 

The heavy flail is supposedly counter balanced by it's abilities. But nothing is stopping you from remaking the damage of the weapons.
 

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